;------------------------------------------------------------------------------ Object Nuke_RadiationFieldSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE? KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = RadiationPoolAmbientLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = Nuke_SmallRadiationFieldWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 2500 MaxLifetime = 2500 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RadiationPoolDie End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object Nuke_BattleMasterTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Behavior = WeaponBonusUpgrade ModuleTag_06 TriggeredBy = Nuke_Upgrade_ChinaWGUraniumShells End Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 DeathWeapon = Nuke_NukeShellWeapon StartsActive = Yes End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object Nuke_OverlordTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Behavior = WeaponBonusUpgrade ModuleTag_06 TriggeredBy = Nuke_Upgrade_ChinaWGUraniumShells End Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 DeathWeapon = Nuke_NukeShellWeapon StartsActive = Yes End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;---------------------------------------------------------------------------------------------------------- Object Nuke_ChinaVehicleHelix ; *** ART Parameters *** SelectPortrait = SNHelix_L ButtonImage = SNHelix UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = NVHELIX Animation = NVHELIX.NVHELIX AnimationMode = LOOP WeaponFireFXBone = PRIMARY Muzzle03 WeaponMuzzleFlash = PRIMARY TurretFX03 HideSubObject = BombWing End ConditionState = MOVING ParticleSysBone = SMOKE01 HelixExhaust ParticleSysBone = SMOKE02 HelixExhaust End ConditionState = REALLYDAMAGED Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP End ConditionState = REALLYDAMAGED MOVING Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP ParticleSysBone = SMOKE01 HelixExhaust ParticleSysBone = SMOKE02 HelixExhaust End ConditionState = RUBBLE Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP End ConditionState = RUBBLE MOVING Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP ParticleSysBone = SMOKE01 HelixExhaust ParticleSysBone = SMOKE02 HelixExhaust End ConditionState = RUBBLE SPECIAL_DAMAGED Model = NVHELIX_d End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Helix EditorSorting = VEHICLE Side = ChinaNukeGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 600 BuildCost = 1750 BuildTime = 20.0 ;in seconds Prerequisites Object = Nuke_ChinaAirfield End ExperienceValue = 50 100 150 200 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes CommandSet = Nuke_ChinaVehicleHelixCommandSet ArmorSet Conditions = None Armor = ChinookArmor DamageFX = None End WeaponSet Conditions = None ;---------------------------- Weapon = PRIMARY HelixMinigunWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ;---------------------------- End WeaponSet Conditions = PLAYER_UPGRADE ;---------------------------- Weapon = PRIMARY HelixMinigunWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ;---------------------------- End ; *** AUDIO Parameters *** VoiceSelect = HelixVoiceSelect VoiceMove = HelixVoiceMove VoiceAttack = HelixVoiceAttack SoundAmbient = HelixAmbientLoop SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = HelixVoiceCreate VoiceUnload = HelixVoiceUnload VoiceGarrison = HelixVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ; note that, although Helixes aren't produced at helipads, we want to set this KINDOF so that they can land at ; (well, "near" actually) an Airfield to get healed... KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK Body = ActiveBody ModuleTag_03 MaxHealth = 300.0 InitialHealth = 300.0 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_HelicopterStartDeath End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = ChinookAIUpdate ModuleTag_07 AutoAcquireEnemiesWhenIdle = Yes RotorWashParticleSystem = HelixRotorWashRing End Locomotor = SET_NORMAL HelixLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 50.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_10 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = HelixDamagedLoop MinSelfSpin = 40 ; in degrees per second MaxSelfSpin = 120 ; in degrees per second SelfSpinUpdateDelay = 300 ; in milliseconds SelfSpinUpdateAmount = 5 ; in degrees FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1000 ; in milliseconds MaxBladeFlyOffDelay = 1000 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = HelixBlades BladeBoneName = Propeller01 FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_HelixHelicopterBlowUpBig OCLFinalBlowUp = OCL_HelixBlades DelayFromGroundToFinalDeath = 30 FinalRubbleObject = HelixRubbleHull End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ProductionUpdate ModuleTag_25 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End ;-------------------------- Behavior = ObjectCreationUpgrade ModuleTag_22 UpgradeObject = OCL_HelixGattlingCannon TriggeredBy = Upgrade_ChinaHelixGattlingCannon ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker End Behavior = CommandSetUpgrade ModuleTag_26 CommandSet = Nuke_ChinaHelixGattlingCannonCommandSet TriggeredBy = Upgrade_ChinaHelixGattlingCannon ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker End Behavior = WeaponSetUpgrade ModuleTag_35 TriggeredBy = Upgrade_ChinaHelixGattlingCannon End ; lorenzen commented out 8/4... the helix now keeps its minigun, even when upgraded to gattling ; Behavior = SubObjectsUpgrade ModuleTag_36 ; TriggeredBy = Upgrade_ChinaHelixGattlingCannon ; ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker ; HideSubObjects = MINIGUN ; End ;-------------------------- Behavior = ObjectCreationUpgrade ModuleTag_23 UpgradeObject = OCL_HelixPropagandaTower TriggeredBy = Upgrade_ChinaHelixPropagandaTower ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker End Behavior = CommandSetUpgrade ModuleTag_27 CommandSet = Nuke_ChinaHelixPropagandaTowerCommandSet TriggeredBy = Upgrade_ChinaHelixPropagandaTower ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker End ;-------------------------- Behavior = ObjectCreationUpgrade ModuleTag_24 UpgradeObject = OCL_HelixBattleBunker TriggeredBy = Upgrade_ChinaHelixBattleBunker ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower End Behavior = CommandSetUpgrade ModuleTag_28 CommandSet = Nuke_ChinaHelixBattleBunkerCommandSet TriggeredBy = Upgrade_ChinaHelixBattleBunker ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower End Behavior = PassengersFireUpgrade ModuleTag_34 TriggeredBy = Upgrade_ChinaHelixBattleBunker End ;-------------------------- Behavior = HelixContain ModuleTag_29 Slots = 5 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 NumberOfExitPaths = 1 PassengersAllowedToFire = No ; the End Behavior = WeaponSetUpgrade ModuleTag_30 TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = SpecialAbility ModuleTag_32 SpecialPowerTemplate = Nuke_SpecialAbilityHelixNukeBomb UpdateModuleStartsAttack = Yes StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on InitiateSound = HelixVoiceAttack End Behavior = SpecialAbilityUpdate ModuleTag_33 SpecialPowerTemplate = Nuke_SpecialAbilityHelixNukeBomb StartAbilityRange = 3.0 PreparationTime = 0 SpecialObject = NukeBomb MaxSpecialObjects = 1 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object. UnpackTime = 500 ;slight delay to drop bomb FlipOwnerAfterUnpacking = No FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability UnpackSound = NoSound LoseStealthOnTrigger = No ApproachRequiresLOS = No ; we are a helicopter, we can see everything NeedToFaceTarget = No ; can drop the bomb at any angle to target PersistentPrepTime = 100 PersistenceRequiresRecharge = Yes End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38 SpecialPowerTemplate = Nuke_SpecialAbilityHelixNukeBomb TriggeredBy = Nuke_Upgrade_HelixNukeBomb End Behavior = SubObjectsUpgrade ModuleTag_39 TriggeredBy = Nuke_Upgrade_HelixNukeBomb ShowSubObjects = BombWing End Geometry = CYLINDER GeometryMajorRadius = 35.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaHelixGattlingCannon ; *** ART Parameters *** SelectPortrait = SNGatTower_L ButtonImage = SNGatTower ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = CHASSISBONE DefaultConditionState Model = NVHelix_G Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = CONTINUOUS_FIRE_SLOW Model = NVHelix_G Animation = NVHelix_G.NVHelix_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN Model = NVHelix_G Animation = NVHelix_G.NVHelix_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST Model = NVHelix_G Animation = NVHelix_G.NVHelix_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = REALLYDAMAGED Model = NVHelix_GD Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED Model = NVHelix_GD Animation = NVHelix_GD.NVHelix_GD AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED Model = NVHelix_GD Animation = NVHelix_GD.NVHelix_GD AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED Model = NVHelix_GD Animation = NVHelix_GD.NVHelix_GD AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End End ; ***DESIGN parameters *** Side = ChinaNukeGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun PreferredAgainst = PRIMARY INFANTRY Weapon = SECONDARY GattlingBuildingGunAir PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceRapidFire = NoSound End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_SDU DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 200 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = Yes ;Contained means being in a transport or tunnel network. End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = Yes End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = WeaponBonusUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaChainGuns End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaHelixPropagandaTower ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = CHASSISBONE ConditionState = NONE Model = NVHELIX_S Animation = NVHELIX_S.NVHELIX_S AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = NVHELIX_SD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVHELIX_S Animation = NVHELIX_S.NVHELIX_S AnimationMode = LOOP End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = ChinaNukeGeneral EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 ; End Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds HealPercentEachSecond = 1% ; get this % of max health every second PulseFX = FX_HelixPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 2% ; get this % of max health every second UpgradedPulseFX = FX_HelixPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_05 ; End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaHelixBattleBunker ; *** ART Parameters *** SelectPortrait = SNBunker_L ButtonImage = SNBunker ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = CHASSISBONE ConditionState = NONE Model = NVHELIX_B End ConditionState = REALLYDAMAGED Model = NVHELIX_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVHELIX_B End ConditionState = NIGHT REALLYDAMAGED Model = NVHELIX_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = ChinaNukeGeneral EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceUnload = OverlordTankVoiceUnload End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaJetMIG ; *** ART Parameters *** SelectPortrait = T1 ButtonImage = T1 UpgradeCameo1 = Upgrade_ChinaAircraftArmor UpgradeCameo2 = Upgrade_ChinaBlackNapalm UpgradeCameo3 = Upgrade_ChinaTacticalNukeMig ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = Su-30mk HideSubObject = BurnerFX01 BurnerFX02 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Exhaust01 JetExhaust ParticleSysBone = Exhaust02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED Model = Su-30mk ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE Model = Su-30mk End ConditionState = REALLYDAMAGED JETEXHAUST Model = Su-30mk ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = Su-30mk ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER ; @todo srj -- model missing ;Model = NVMIG_D1B Model = Su-30mk ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:MIG EditorSorting = VEHICLE Side = ChinaNukeGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 300.0 Prerequisites Object = Nuke_ChinaAirfield End WeaponSet Conditions = None Weapon = PRIMARY Nuke_MiGMissileWeapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Nuke_NukeMissileWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End BuildCost = 1400 BuildTime = 10 ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaJetMIGCommandSet ; *** AUDIO Parameters *** VoiceSelect = MigVoiceSelect VoiceMove = MigVoiceMove VoiceAttack = MigVoiceAttack VoiceAttackAir = MigVoiceAttackAir VoiceGuard = MigVoiceAirPatrol SoundAmbient = MigAmbientLoop UnitSpecificSounds VoiceCreate = MigVoiceCreate Afterburner = RaptorAfterburner VoiceGarrison = MigVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 160.0 InitialHealth = 160.0 End Behavior = JetSlowDeathBehavior ModuleTag_03 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial OCLInitialDeath = OCL_MIGDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_MIGDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_MIGDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp End Behavior = WeaponSetUpgrade ModuleTag_04 TriggeredBy = Upgrade_ChinaTacticalNukeMig End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL MIGLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = MaxHealthUpgrade ModuleTag_10 TriggeredBy = Upgrade_ChinaAircraftArmor AddMaxHealth = 40.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Scale = 1.10 ;Scaling GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 8.0 Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaJetCargoPlane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NVCargoPln Animation = NVCargoPln.NVCargoPln AnimationMode = LOOP ParticleSysBone = Propeller01 JetBlackTrailThin ParticleSysBone = Propeller02 JetBlackTrailThin ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = DAMAGED Model = NVCargoPln_D Animation = NVCargoPln_D.NVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Propeller01 JetBlackTrailThin ParticleSysBone = Propeller02 JetBlackTrailThin ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = REALLYDAMAGED Model = NVCargoPln_D Animation = NVCargoPln_D.NVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke04 JetFireLarge ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 JetSmokeLarge ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = RUBBLE Model = NVCargoPln_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke06 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke04 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke06 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 JetSmokeLarge End OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:CargoPlane EditorSorting = VEHICLE Side = ChinaNukeGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End CommandSet = Command_ScriptedTransportDrops ; *** AUDIO Parameters *** SoundAmbient = C130AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = PhysicsBehavior ModuleTag_04 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor Behavior = TransportContain ModuleTag_06 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End ;SCRIPTED SUPPORT: These special powers are triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_07 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ OCL = SUPERWEAPON_DaisyCutter CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_08 SpecialPowerTemplate = SuperweaponParadropAmerica UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 OCL = SUPERWEAPON_Paradrop1 CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_09 SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb ;available at level 3 instead of 8 OCL = Nuke_SUPERWEAPON_ChinaCarpetBomb CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_10 SpecialPowerTemplate = SuperweaponClusterMines OCL = SUPERWEAPON_ClusterMines CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_11 SpecialPowerTemplate = SuperweaponEMPPulse OCL = SUPERWEAPON_EMPPulse CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = JetSlowDeathBehavior ModuleTag_12 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_13 ;;;;;;;; End Behavior = TransitionDamageFX ModuleTag_14 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaInfantryRedguard ; *** ART Parameters *** SelectPortrait = SNRedGuard_L ButtonImage = SNRedGuard_L UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_InfantryCaptureBuilding ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; ------- Standing-Around Animations DefaultConditionState Model = NICNSC_SKN IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = NICNSC_SKL.NICNSC_STB AnimationMode = ONCE TransitionKey = TRANS_StandDamaged End ; ------- Machine Gun Animations ConditionState = USING_WEAPON_A Animation = NICNSC_SKL.NICNSC_ATA AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = NICNSC_SKL.NICNSC_ATC AnimationMode = LOOP TransitionKey = TRANS_FiringDamaged End ; ------- Firing-related Transitions TransitionState = TRANS_Firing TRANS_FiringDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE End TransitionState = TRANS_Stand TRANS_Firing Animation = NICNSC_SKL.NICNSC_SA2AA AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Stand Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE End TransitionState = TRANS_StandDamaged TRANS_FiringDamaged Animation = NICNSC_SKL.NICNSC_ATCST AnimationMode = ONCE End TransitionState = TRANS_FiringDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_ATCED AnimationMode = ONCE End ; ------------- Damage Transitions -------------------- TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE AnimationSpeedFactorRange = 2 2 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2 2 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 4 5 Flags = START_FRAME_LAST End ; ------- Bayonet Animations ConditionState = PREATTACK_C Animation = NICNSC_SKL.NICNSC_ATB1 AnimationMode = ONCE TransitionKey = TRANS_Stab End AliasConditionState = PREATTACK_C MOVING AliasConditionState = PREATTACK_C FIRING_C AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_C ConditionState = FIRING_C Animation = NICNSC_SKL.NICNSC_ATB2 AnimationMode = ONCE ; this is basically a trick: this guy has a nontrivial animation for firing, ; and a long recycle time between shots. we want him to finish his fire animation ; (unless he's ordered to do something else), so this is just a handy trick that ; says, "if the previous state had this transition key, allow it to finish before ; switching to us, if possible". WaitForStateToFinishIfPossible = TRANS_Stab End AliasConditionState = BETWEEN_FIRING_SHOTS_C AliasConditionState = RELOADING_C ; ------- Parachuting Animations ConditionState = FREEFALL Animation = NICNSC_SKL.NICNSC_POP AnimationMode = MANUAL Flags = START_FRAME_FIRST TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NICNSC_SKL.NICNSC_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = NICNSC_SKL.NICNSC_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NICNSC_SKL.NICNSC_PTD AnimationMode = ONCE End ; ------- Movement Animations ConditionState = MOVING Animation = NICNSC_SKL.NICNSC_RNA 26 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = NICNSC_SKL.NICNSC_RNB 28 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged TransitionKey = None End AliasConditionState = MOVING ATTACKING REALLYDAMAGED ; ------- Bldg-capture ConditionState = UNPACKING Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ; ------- Dying Animations ConditionState = DYING Animation = NICNSC_SKL.NICNSC_DTA Animation = NICNSC_SKL.NICNSC_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NICNSC_SKL.NICNSC_ATDE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NICNSC_SKL.NICNSC_ATDE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NICNSC_SKL.NICNSC_ATDE3 AnimationMode = ONCE TransitionKey = None End ; ------- Misc Animations ConditionState = SPECIAL_CHEERING Animation = NICNSC_SKL.NICNSC_CHA AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Redguard Side = ChinaNukeGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY RedguardMachineGun End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 100 ShroudClearingRange = 200 Prerequisites Object = Nuke_ChinaBarracks End BuildCost = 350 BuildTime = 12.0 ;in seconds ExperienceValue = 5 5 10 20 ;Experience point value at each level ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaInfantryRedguardCommandSet ; *** AUDIO Parameters *** VoiceSelect = RedGuardVoiceSelect VoiceMove = RedGuardVoiceMove VoiceGuard = RedGuardVoiceMove VoiceAttack = RedGuardVoiceAttack VoiceGroupSelect = BattleCrySound VoiceFear = RedGuardVoiceFear VoiceTaskComplete = RedGuardVoiceCaptureComplete UnitSpecificSounds VoiceMelee = RedGuardVoiceAttackBayonet VoiceGarrison = RedGuardVoiceGarrison VoiceCreate = RedGuardVoiceCreate VoiceSubdue = RedGuardVoiceSubdue VoiceEnter = RedGuardVoiceMove VoiceEnterHostile = RedGuardVoiceMove VoiceGetHealed = RedGuardVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_RedGuardTraining End Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_05 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_07 Mass = 5.0 End Behavior = SquishCollide ModuleTag_10 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_15 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_16 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = RedGuardVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_17 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 4 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Geometry = CYLINDER GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;-----------¸Ä³É¾ü¹Ù------------------------------------------------------------------- ;------------------------------------------------------------------------------ Object Nuke_ChinaInfantryBlackLotus ; *** ART Parameters *** SelectPortrait = T27 ButtonImage = T27 Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;NORMAL STANDING DefaultConditionState Model = AIOFCR_SKN IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21 ;Regular spice animations IdleAnimation = AIOFCR_SKL.AIOFCR_IDA IdleAnimation = AIOFCR_SKL.AIOFCR_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_STAND End ConditionState = MOVING Animation = AIOFCR_SKL.AIOFCR_RNA AnimationMode = LOOP ParticleSysBone = None InfantryDustTrails End ; NORMAL ATTACK ;-------------------------------------------------------- ; Drawing gun ConditionState = PREATTACK_A Animation = AIOFCR_SKL.AIOFCR_ATAST AnimationMode = ONCE End AliasConditionState = PREATTACK_A MOVING AliasConditionState = PREATTACK_A FIRING_A AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A ; Firing gun ConditionState = FIRING_A Animation = AIOFCR_SKL.AIOFCR_ATALP AnimationMode = LOOP TransitionKey = TRANS_FIRING_A End ConditionState = BETWEEN_FIRING_SHOTS_A Animation = AIOFCR_SKL.AIOFCR_ATALP AnimationMode = LOOP TransitionKey = TRANS_FIRING_A End AliasConditionState = RELOADING_A AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ; This transition allows him to put his gun away when he's finished attacking. TransitionState = TRANS_FIRING_A TRANS_STAND Animation = AIOFCR_SKL.AIOFCR_ATAED AnimationMode = ONCE End ;-------------------------------------------------------- ConditionState = DYING Animation = AIOFCR_SKL.AIOFCR_DTA Animation = AIOFCR_SKL.AIOFCR_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = AIOFCR_SKL.AIOFCR_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIOFCR_SKL.AIOFCR_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIOFCR_SKL.AIOFCR_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = AIOFCR_SKL.AIOFCR_CHA AnimationMode = LOOP End ;PARACHUTING ANIMATIONS ;@TODO - MISSING ANIMATION FILE ;ConditionState = FREEFALL ; Animation = AIOFCR_SKL.AIOFCR_PFL ; AnimationMode = LOOP ; TransitionKey = TRANS_Falling ;End ;AliasConditionState = FREEFALL REALLYDAMAGED ;AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIOFCR_SKL.AIOFCR_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AIOFCR_SKL.AIOFCR_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = AIOFCR_SKL.AIOFCR_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Officer Side = ChinaNukeGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ChinaOfficerMachineGun End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 150 Prerequisites Object = Nuke_ChinaBarracks Object = Nuke_ChinaPropagandaCenter End BuildCost = 800 BuildTime = 10.0 ;in seconds CommandSet = Nuke_ChinaOfficerCommandSet ; *** AUDIO Parameters *** VoiceSelect = RangerVoiceSelect VoiceGroupSelect = BattleCrySound VoiceMove = RangerVoiceMove VoiceAttack = RangerVoiceAttack ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Locomotor = SET_NORMAL CINE_BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = SquishCollide ModuleTag_07 ;nothing End Behavior = OCLSpecialPower ModuleTag_16 SpecialPowerTemplate = SuperweaponNapalmStrike OCL = SUPERWEAPON_NapalmStrike End Behavior = TransitionDamageFX ModuleTag_18 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AutoHealBehavior ModuleTag_22 HealingAmount = 4 HealingDelay = 1000 ; msec Radius = 175.0f StartsActive = Yes KindOf = INFANTRY VEHICLE End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_10 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object Nuke_ChinaInfantryTankHunter ; *** ART Parameters *** SelectPortrait = SNTankHunter_L ButtonImage = SNTankHunter UpgradeCameo1 = Upgrade_Nationalism ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NIMSST_SKN IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 IdleAnimation = NIMSST_SKL.NIMSST_IDA IdleAnimation = NIMSST_SKL.NIMSST_IDB AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 TransitionKey = TRANS_Stand WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponLaunchBone = SECONDARY Muzzle End AliasConditionState = REALLYDAMAGED ConditionState = FIRING_A Animation = NIMSST_SKL.NIMSST_ATA AnimationMode = ONCE TransitionKey = TRANS_START_FIRING End AliasConditionState = REALLYDAMAGED FIRING_A ConditionState = BETWEEN_FIRING_SHOTS_A Animation = NIMSST_SKL.NIMSST_STA AnimationMode = ONCE ; this is basically a trick: this guy has a nontrivial animation for firing, ; and a long recycle time between shots. we want him to finish his fire animation ; (unless he's ordered to do something else), so this is just a handy trick that ; says, "if the previous state had this transition key, allow it to finish before ; switching to us, if possible". WaitForStateToFinishIfPossible = TRANS_START_FIRING End AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A ConditionState = MOVING Animation = NIMSST_SKL.NIMSST_RNA 20 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = REALLYDAMAGED MOVING AliasConditionState = MOVING ATTACKING AliasConditionState = MOVING ATTACKING REALLYDAMAGED ConditionState = RELOADING_A Animation = NIMSST_SKL.NIMSST_ATA 10 AnimationMode = ONCE ;WeaponLaunchBone = PRIMARY WeaponA End AliasConditionState = MOVING RELOADING_A AliasConditionState = REALLYDAMAGED MOVING RELOADING_A ConditionState = DYING Animation = NIMSST_SKL.NIMSST_DTA Animation = NIMSST_SKL.NIMSST_DTB AnimationSpeedFactorRange = 0.9 1.25 AnimationMode = ONCE TransitionKey = TRANS_Dying End AliasConditionState = DYING RUBBLE TransitionState = TRANS_Dying TRANS_Flailing Animation = NIMSST_SKL.NIMSST_ADTD1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NIMSST_SKL.NIMSST_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NIMSST_SKL.NIMSST_ADTD3 AnimationMode = ONCE TransitionKey = None End ;PARACHUTING ANIMATIONS ConditionState = FREEFALL Animation = NIMSST_SKL.NIMSST_POP AnimationMode = ONCE TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NIMSST_SKL.NIMSST_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING ; TransitionState = TRANS_Falling TRANS_Chute ; Animation = NIMSST_SKL.NIMSST_POP ; AnimationMode = ONCE ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first ; End TransitionState = TRANS_Chute TRANS_Stand Animation = NIMSST_SKL.NIMSST_PDN AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankHunter Side = ChinaNukeGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 400 Prerequisites Object = Nuke_ChinaBarracks End BuildCost = 350 BuildTime = 7.0 ;in seconds ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaInfantryTankHunterCommandSet ; *** AUDIO Parameters *** VoiceSelect = TankHunterVoiceSelect VoiceMove = TankHunterVoiceMove VoiceAttack = TankHunterVoiceAttack VoiceAttackAir = TankHunterVoiceAttack VoiceGuard = TankHunterVoiceMove VoiceFear = TankHunterVoiceFear UnitSpecificSounds VoiceCreate = TankHunterVoiceCreate VoiceGarrison = TankHunterVoiceGarrison VoiceEnter = TankHunterVoiceMove VoiceEnterHostile = TankHunterVoiceMove VoiceGetHealed = TankHunterVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = HordeUpdate ModuleTag_04 UpdateRate = 1000 ; how often to recheck horde status (msec) RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = SpecialAbility ModuleTag_07 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack UpdateModuleStartsAttack = Yes InitiateSound = TankHunterVoiceTNT End Behavior = SpecialAbilityUpdate ModuleTag_08 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack StartAbilityRange = 5.0 PreparationTime = 0 SpecialObject = TNTStickyBomb MaxSpecialObjects = 8 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability End Behavior = SquishCollide ModuleTag_09 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_12 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object Nuke_ChinaInfantryHacker ; *** ART Parameters *** SelectPortrait = SNHacker2_L ButtonImage = SNHacker2 ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;NORMAL STANDING DefaultConditionState Model = NIHCKR_SKN IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 ;Regular spice animations IdleAnimation = NIHCKR_SKL.NIHCKR_IDA IdleAnimation = NIHCKR_SKL.NIHCKR_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Bone_SatCom TransitionKey = TRANS_Stand End AliasConditionState = REALLYDAMAGED ConditionState = MOVING Animation = NIHCKR_SKL.NIHCKR_RNA 14 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING UNPACKING AliasConditionState = MOVING UNPACKING REALLYDAMAGED ConditionState = UNPACKING Animation = NIHCKR_SKL.NIHCKR_ATB1 AnimationMode = ONCE End AliasConditionState = UNPACKING FIRING_A AliasConditionState = UNPACKING REALLYDAMAGED AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED ;HACKING ATTACK ConditionState = FIRING_A Animation = NIHCKR_SKL.NIHCKR_ATB2 AnimationMode = LOOP TransitionKey = TRANS_FiringA End AliasConditionState = FIRING_A REALLYDAMAGED ConditionState = PACKING Animation = NIHCKR_SKL.NIHCKR_ATB3 AnimationMode = ONCE End AliasConditionState = PACKING FIRING_A AliasConditionState = PACKING REALLYDAMAGED AliasConditionState = PACKING FIRING_A REALLYDAMAGED TransitionState = TRANS_FiringA TRANS_Stand ; I was stopped by a stop command, so I get no proper PACKING state Animation = NIHCKR_SKL.NIHCKR_ATB3 AnimationMode = ONCE End ConditionState = FREEFALL Animation = NIHCKR_SKL.NIHCKR_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NIHCKR_SKL.NIHCKR_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING ConditionState = DYING Animation = NIHCKR_SKL.NIHCKR_DTA Animation = NIHCKR_SKL.NIHCKR_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NIHCKR_SKL.NIHCKR_ADTG1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NIHCKR_SKL.NIHCKR_ADTG2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NIHCKR_SKL.NIHCKR_ADTG3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = NIHCKR_SKL.NIHCKR_CHA AnimationMode = LOOP End TransitionState = TRANS_Falling TRANS_Chute Animation = NIHCKR_SKL.NIHCKR_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NIHCKR_SKL.NIHCKR_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Hacker Side = ChinaNukeGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Nuke_ChinaBarracks Object = Nuke_ChinaPropagandaCenter End BuildCost = 625 BuildTime = 20.0 ;in seconds ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 100 300 500 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Nuke_ChinaInfantryHackerCommandSet ; *** AUDIO Parameters *** VoiceSelect = HackerVoiceSelect VoiceMove = HackerVoiceMove VoiceAttack = NoSound VoiceGuard = HackerVoiceMove VoiceFear = HackerVoiceFear VoiceTaskComplete = HackerVoiceHackComplete UnitSpecificSounds VoiceGarrison = HackerVoiceGarrison VoiceCreate = HackerVoiceCreate UnitPack = HackerPack UnitUnpack = HackerUnpack UnitCashPing = HackerCashPing VoiceEnter = HackerVoiceMove VoiceEnterHostile = HackerVoiceMove VoiceGetHealed = HackerVoiceMove VoiceHackInternet = HackerVoiceModeInternet End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE IGNORES_SELECT_ALL MONEY_HACKER Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = HackInternetAIUpdate ModuleTag_03 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) CashUpdateDelay = 2000 CashUpdateDelayFast = 1800 ; Fast speed used inside a container (can only hack inside an Internet Center) RegularCashAmount = 5 VeteranCashAmount = 6 EliteCashAmount = 8 HeroicCashAmount = 10 XpPerCashUpdate = 1 PackUnpackVariationFactor = 0.5 ;Adds + or - 20% to pack and unpack time randomly. End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = SpecialAbility ModuleTag_04 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding UpdateModuleStartsAttack = Yes InitiateSound = HackerVoiceHack End Behavior = SpecialAbilityUpdate ModuleTag_05 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding StartAbilityRange = 150.0 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) PreparationTime = 3000 ;PersistentPrepTime = 500 ; old setting PersistentPrepTime = 333 ; NOTE! This drives how often the disable effect gets triggered ; This is also how often a new particle system effect is spawned EffectDuration = 2000 SpecialObject = BinaryDataStream DisableFXParticleSystem = DisabledEffectBinaryShower0 PackSound = HackerPack UnpackSound = HackerUnpack PrepSoundLoop = HackerPrepLoop AwardXPForTriggering = 0 ;Careful, this is persistant so it's a DoT xp gain! ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = SquishCollide ModuleTag_08 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_11 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ ;China Dragon Tank Object Nuke_ChinaTankDragon ; *** ART Parameters *** SelectPortrait = SNDragonTank_L ButtonImage = SNDragonTank UpgradeCameo1 = Upgrade_ChinaBlackNapalm ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVDragon Turret = Turret TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA End ConditionState = REALLYDAMAGED Model = NVDragon_D Turret = Turret TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA End ConditionState = RUBBLE Model = NVDragon_D Turret = Turret TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:Dragon Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY DragonTankFlameWeapon Weapon = SECONDARY DragonTankFireWallWeapon AutoChooseSources = SECONDARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY DragonTankFlameWeaponUpgraded Weapon = SECONDARY DragonTankFireWallWeaponUpgraded AutoChooseSources = SECONDARY NONE WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock End ArmorSet Conditions = None Armor = DragonTankArmor DamageFX = TankDamageFX End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 100 ShroudClearingRange = 200 Prerequisites Object = Nuke_ChinaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaTankDragonCommandSet ; *** AUDIO Parameters *** VoiceSelect = DragonTankVoiceSelect VoiceMove = DragonTankVoiceMove VoiceGuard = DragonTankVoiceMove VoiceAttack = DragonTankVoiceAttack SoundMoveStart = DragonTankMoveStart SoundMoveStartDamaged = DragonTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = DragonTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceEnter = DragonTankVoiceMove VoiceFlameLocation = DragonTankVoiceFireStorm End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 280.0 InitialHealth = 280.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 560 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 120 TurretPitchRate = 120 AllowsPitch = Yes MinPhysicalPitch = -15 TurretFireAngleSweep = PRIMARY 10 TurretFireAngleSweep = SECONDARY 60 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL DragonLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = WeaponSetUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaBlackNapalm End ; A crushing defeat Behavior = DestroyDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_09 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; just explode death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ; ProbabilityModifier = 33 DestructionDelay = 500 DestructionDelayVariance = 500 FX = INITIAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_DragonDebris FX = FINAL FX_DragonTankDeathExplosionFinal End ; Catch fire, and explode death ; Behavior = SlowDeathBehavior ; DeathTypes = ALL -CRUSHED -SPLATTED ;; ProbabilityModifier = 33 ; DestructionDelay = 2000 ; DestructionDelayVariance = 300 ; FX = INITIAL FX_CrusaderCatchFire ; OCL = FINAL OCL_DragonDebris ; FX = FINAL FX_GenericTankDeathExplosion ; End ; Napalm spills out, and explode death ; Behavior = SlowDeathBehavior ; DeathTypes = ALL -CRUSHED -SPLATTED ;; ProbabilityModifier = 34 ; DestructionDelay = 2000 ; DestructionDelayVariance = 300 ; FX = INITIAL FX_DragonNapalmSpill ; OCL = FINAL OCL_DragonDebris ; FX = FINAL FX_DragonTankDeathExplosionFinal ; End ; Turret fly off death ; Behavior = SlowDeathBehavior ; DeathTypes = ALL -CRUSHED -SPLATTED ;; ProbabilityModifier = 25 ; DestructionDelay = 500 ; DestructionDelayVariance = 100 ; FX = INITIAL FX_GenericTankDeathEffect ; OCL = MIDPOINT OCL_DragonDebris ; FX = FINAL FX_GenericTankDeathExplosionFinal ; End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_13 ; ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes Psys:DragonTransitionFire ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_DragonDamageTransition End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 11.0 ; Height set to allow clear clipping of projectile stream GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaVehicleTroopCrawler ; *** ART Parameters *** SelectPortrait = SNTransport_L ButtonImage = SNTransport ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVTCrawler ;note, the IRSonar particle system is added in StealthDetectorUpdate.cpp, not here End ConditionState = REALLYDAMAGED RUBBLE ; THIS IS VERY IMPORTANT... DO NOT REMOVE 'RUBBLE' ; @todo find out why a non-animating model like this has such trouble matching ; reallydamaged against moving against rubble, etc. Model = NVTCrawler_D End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray ; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Wheel01 RightFrontTireBone = Wheel08 LeftRearTireBone = Wheel03 RightRearTireBone = Wheel05 MidLeftFrontTireBone = Wheel02 MidRightFrontTireBone = Wheel07 MidLeftRearTireBone = Wheel04 MidRightRearTireBone = Wheel06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. End ; ***DESIGN parameters *** DisplayName = OBJECT:TroopCrawler Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 8 ;Just enough to fit into a Chinook. WeaponSet Conditions = None Weapon = PRIMARY TroopCrawlerAssault End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1400 BuildTime = 15.0 ;in seconds VisionRange = 175 ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks! ShroudClearingRange = 400 Prerequisites Object = Nuke_ChinaWarFactory End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaTroopCrawlerCommandSet ; *** AUDIO Parameters *** VoiceSelect = TroopCrawlerVoiceSelect VoiceMove = TroopCrawlerVoiceMove VoiceGuard = TroopCrawlerVoiceMove VoiceAttack = TroopCrawlerVoiceAttack SoundMoveStart = TroopCrawlerMoveStart SoundMoveStartDamaged = TroopCrawlerMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = TroopCrawlerVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = NoSound ;RocketBuggyLand TruckPowerslideSound = NoSound ;RocketBuggyPowerslide VoiceCrush = TroopCrawlerVoiceCrush VoiceUnload = TroopCrawlerVoiceUnload VoiceEnter = TroopCrawlerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. PingSound = IRPing LoudPingSound = IRPingLoud IRParticleSysName = IRDetectSonar IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End ;OBSOLETE ; Behavior = AIUpdateInterface ModuleTag_04 ; Turret ; ControlledWeaponSlots = PRIMARY ; End ; End Behavior = AssaultTransportAIUpdate ModuleTag_NewAI MembersGetHealedAtLifeRatio = 0.5 End Locomotor = SET_NORMAL TroopCrawlerLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = TransportContain ModuleTag_06 Slots = 8 InitialPayload = ChinaInfantryRedguard 8 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1 FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_FinalTroopCrawlerDebris End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 9.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaVehicleInfernoCannon ; *** ART Parameters *** SelectPortrait = SNInferno_L ButtonImage = SNInferno UpgradeCameo1 = Upgrade_ChinaBlackNapalm ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVInferno Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = RUBBLE REALLYDAMAGED Model = NVInferno_D Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:InfernoCannon Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY InfernoCannonGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY InfernoCannonGunUpgraded End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 900 BuildTime = 15.0 ;in seconds VisionRange = 180 ShroudClearingRange = 300 Prerequisites Object = Nuke_ChinaWarFactory Object = Nuke_ChinaPropagandaCenter End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaVehicleInfernoCannonCommandSet ; *** AUDIO Parameters *** VoiceSelect = InfernoCannonVoiceSelect VoiceMove = InfernoCannonVoiceMove VoiceGuard = InfernoCannonVoiceMove VoiceAttack = InfernoCannonVoiceAttack SoundMoveStart = InfernoCannonMoveStart SoundMoveStartDamaged = InfernoCannonMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = InfernoCannonVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceCrush = InfernoCannonVoiceCrush VoiceEnter = InfernoCannonVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 240 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_ArtilleryTraining End Behavior = AIUpdateInterface ModuleTag_04 Turret TurretTurnRate = 100 TurretPitchRate = 100 AllowsPitch = Yes FirePitch = 45 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = No NotWhileAttacking End Locomotor = SET_NORMAL InfernoLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End ; A crushing defeat Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_InfernoCannonDeathEffect End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = CreateCrateDie ModuleTag_10 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = WeaponSetUpgrade ModuleTag_11 TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = DestroyDie ModuleTag_22 DeathTypes = NONE +CRUSHED +SPLATTED End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;Also called NukeCannon Object Nuke_ChinaVehicleNukeLauncher ; *** ART Parameters *** SelectPortrait = SNNukeCannon_L ButtonImage = SNNukeCannon UpgradeCameo1 = Upgrade_ChinaNeutronShells ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 InitialRecoilSpeed = 120 MaxRecoilDistance = 8 RecoilSettleSpeed = 6 OkToChangeModelColor = Yes ExtraPublicBone = Turret01 DefaultConditionState Model = NVNukeCn WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponLaunchBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponRecoilBone = SECONDARY Barrel HideSubObject = TURRET01 ;Hide controlled turret ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret Turret = Turret01 TurretPitch = TurretEL End ConditionState = RUBBLE Model = NVNukeCn_D1 WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponRecoilBone = PRIMARY Barrel WeaponLaunchBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX WeaponRecoilBone = SECONDARY Barrel HideSubObject = TURRET01 ;Hide controlled turret ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret Turret = Turret01 TurretPitch = TurretEL End ;*** PACKED STATE -- ready to move *** ConditionState = MOVING Animation = NVNukeCn.NVNukeCn AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving AliasConditionState = BETWEEN_FIRING_SHOTS_A ;*** ConditionState = REALLYDAMAGED MOVING Model = NVNukeCn_D Animation = NVNukeCn_D.NVNukeCn_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving ;*** UNPACKING STATE -- preparing to fire *** ConditionState = UNPACKING Animation = NVNukeCn.NVNukeCn AnimationMode = ONCE End AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** ConditionState = REALLYDAMAGED UNPACKING Model = NVNukeCn_D Animation = NVNukeCn_D.NVNukeCn_D AnimationMode = ONCE End AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** PACKING STATE -- preparing to move *** ConditionState = PACKING Animation = NVNukeCn.NVNukeCn AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** ConditionState = REALLYDAMAGED PACKING Model = NVNukeCn_D Animation = NVNukeCn_D.NVNukeCn_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** DEPLOYED STATE -- ready to fire *** ConditionState = DEPLOYED Animation = NVNukeCn.NVNukeCn AnimationMode = ONCE Flags = START_FRAME_LAST TransitionKey = TRANS_FIRING_A HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret ShowSubObject = TURRET01 ;Show controlled turret End AliasConditionState = DEPLOYED FIRING_A AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A AliasConditionState = DEPLOYED RELOADING_A AliasConditionState = DEPLOYED MOVING ConditionState = DEPLOYED REALLYDAMAGED Model = NVNukeCn_D Animation = NVNukeCn_D.NVNukeCn_D AnimationMode = ONCE Flags = START_FRAME_LAST TransitionKey = TRANS_FIRING_A HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret ShowSubObject = TURRET01 ;Show controlled turret End AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A AliasConditionState = DEPLOYED REALLYDAMAGED MOVING TrackMarks = EXTnkTrack.tga TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:NukeLauncher Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY NukeCannonGun Weapon = SECONDARY NukeCannonNeutronWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI ShareWeaponReloadTime = Yes End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1600 BuildTime = 20.0 ;in seconds VisionRange = 180 ShroudClearingRange = 350 Prerequisites Object = Nuke_ChinaWarFactory Object = Nuke_ChinaPropagandaCenter End ExperienceValue = 50 100 200 400 ;Experience point value at each level ExperienceRequired = 0 400 600 1000 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaVehicleNukeCannonCommandSet ; *** AUDIO Parameters *** VoiceSelect = NukeCannonVoiceSelect VoiceMove = NukeCannonVoiceMove VoiceGuard = NukeCannonVoiceMove VoiceAttack = NukeCannonVoiceAttack SoundMoveStart = NukeCannonMoveStart SoundMoveStartDamaged = NukeCannonMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = NukeCannonVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = NukeCannonTurretMoveLoop VoiceEnter = NukeCannonVoiceMove Deploy = NukeCannonDeploy Undeploy = NukeCannonUnDeploy End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_ArtilleryTraining End Behavior = DeployStyleAIUpdate ModuleTag_04 Turret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY NaturalTurretAngle = 0 InitiallyDisabled = Yes End AutoAcquireEnemiesWhenIdle = No PackTime = 3333 UnpackTime = 3333 TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes ManualDeployAnimations = Yes End Locomotor = SET_NORMAL ChinaNukeCannonLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_BattleMasterExplosionOneFinal OCL = INITIAL OCL_RadiationFieldSmall OCL = MIDPOINT OCL_ChinaVehicleNukeCannonDie OCL = FINAL OCL_RadiationFieldSmall FX = FINAL FX_ChinaVehicleNukeCannonDeathExplosion End ; A crushing defeat Behavior = FXListDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_09 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ProductionUpdate ModuleTag_12 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Geometry = BOX GeometryMajorRadius = 32.0 GeometryMinorRadius = 10.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaTankGattling ; *** ART Parameters *** SelectPortrait = SNGatlingTank_L ButtonImage = SNGatlingTank ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaChainGuns ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = MANUAL Turret = TURRET01 TurretPitch = TURRETEL01 WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle End ConditionState = REALLYDAMAGED RUBBLE Model = NVGattTank_D End ;-----pristine attacking---------------------- ConditionState = ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End ;-----damaged attacking---------------------- ConditionState REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:GattlingTank Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY GattlingTankGun PreferredAgainst = PRIMARY AIRCRAFT Weapon = SECONDARY GattlingTankGunAir End ArmorSet Conditions = None Armor = AntiAirVehicle DamageFX = TankDamageFX End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 360 Prerequisites Object = Nuke_ChinaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaVehicleGattlingTankCommandSet ; *** AUDIO Parameters *** VoiceSelect = GattlingTankVoiceSelect VoiceMove = GattlingTankVoiceMove VoiceGuard = GattlingTankVoiceMove VoiceAttack = GattlingTankVoiceAttack SoundMoveStart = GattlingTankMoveStart SoundMoveStartDamaged = GattlingTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = GattlingTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoopLoud VoiceCrush = GattlingTankVoiceCrush VoiceEnter = GattlingTankVoiceMove VoiceRapidFire = GattlingTankVoiceRapid End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes FiresWhileTurning = Yes NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky ; since you never know from whence cometh danger End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL GattlingTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 40.0 End ; Behavior = DestroyDie ; ;nothing ; End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_05 ProbabilityModifier = 19 DestructionDelay = 200 DestructionDelayVariance = 100 SinkRate = 0.5 ; in Dist/Sec OCL = FINAL OCL_ChinaTankGattlingDebris FX = FINAL FX_GattlingExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_06 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_07 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = WeaponBonusUpgrade ModuleTag_22 TriggeredBy = Upgrade_ChinaChainGuns End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;China Supply Truck Object Nuke_ChinaVehicleSupplyTruck ; *** ART Parameters *** SelectPortrait = SNSupplyTruck_L ButtonImage = SNSupplyTruck ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVSSUPPLYTK HideSubObject = Cargo01 End ConditionState = REALLYDAMAGED Model = NVSSUPPLYTK_D End ConditionState = RUBBLE Model = NVSSUPPLYTK_D End ConditionState = CARRYING ShowSubObject = Cargo01 End ConditionState = REALLYDAMAGED CARRYING Model = NVSSUPPLYTK_D ShowSubObject = Cargo01 End ConditionState = RUBBLE CARRYING Model = NVSSUPPLYTK_D ShowSubObject = Cargo01 End TrackMarks = EXTireTrack.tga LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 MidLeftRearTireBone = Tire03 MidRightRearTireBone = Tire04 LeftRearTireBone = Tire05 RightRearTireBone = Tire06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyTruck Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Nuke_ChinaSupplyCenter End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaSupplyTruckCommandSet ; *** AUDIO Parameters *** VoiceSelect = SupplyTruckVoiceSelect VoiceMove = SupplyTruckVoiceMove VoiceAttack = NoSound SoundMoveStart = SupplyTruckMoveStart SoundMoveStartDamaged = SupplyTruckMoveStart UnitSpecificSounds VoiceCreate = SupplyTruckVoiceCreate TruckLandingSound = NoSound TruckPowerslideSound = NoSound VoiceSupply = SupplyTruckVoiceSupply VoiceCrush = SupplyTruckVoiceCrush VoiceEnter = SupplyTruckVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok? KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) 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) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End ExperienceValue = 50 50 50 50 ;Experience point value at each level Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 200 DestructionDelayVariance = 100 FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_ChinaSupplyTruckDeathEffect End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_ChinaSupplyTruck_CrushEffect End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = FlammableUpdate ModuleTag_10 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; A crushing defeat Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData End Geometry = BOX GeometryMajorRadius = 17.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;China Construction Dozer Object Nuke_ChinaVehicleDozer ; *** ART Parameters *** SelectPortrait = SNDozer_L ButtonImage = SNDozer ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVCONSTDOZ_A ParticleSysBone = EXHAUST01 DozerSmokeLight End ConditionState = MOVING ParticleSysBone = EXHAUST01 DozerSmokeHeavy End ConditionState = FIRING_A MOVING PREATTACK_A Model = NVCONSTDOZ_A Animation = NVCONSTDOZ_A.NVCONSTDOZ_A AnimationMode = ONCE ParticleSysBone = EXHAUST01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall End AliasConditionState = ATTACKING FIRING_A MOVING ConditionState = REALLYDAMAGED RUBBLE Model = NVCONSTDOZ_AD End ConditionState = MOVING REALLYDAMAGED RUBBLE Model = NVCONSTDOZ_AD ParticleSysBone = EXHAUST01 DozerSmokeHeavy End ConditionState = FIRING_A MOVING PREATTACK_A REALLYDAMAGED RUBBLE Model = NVCONSTDOZ_AD Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD AnimationMode = ONCE ParticleSysBone = EXHAUST01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall End AliasConditionState = ATTACKING FIRING_A MOVING REALLYDAMAGED RUBBLE TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:Dozer Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End ArmorSet Conditions = None Armor = DozerArmor ;Special Explosion-Proof Armor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Nuke_ChinaDozerCommandSet ; *** AUDIO Parameters *** VoiceSelect = DozerChinaVoiceSelect VoiceMove = DozerChinaVoiceMove VoiceEnter = DozerChinaVoiceMove VoiceTaskComplete = DozerChinaVoiceBuildComplete SoundMoveStart = DozerChinaMoveStart SoundMoveStartDamaged = DozerChinaMoveStart UnitSpecificSounds VoiceCreate = DozerChinaVoiceCreate VoiceCrush = DozerChinaVoiceCrush VoiceNoBuild = DozerChinaVoiceBuildNot VoiceRepair = DozerChinaVoiceRepair VoiceDisarm = DozerChinaVoiceClearMine VoiceEnter = DozerChinaVoiceMove VoiceBuildResponse = DozerChinaVoiceBuild End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER Body = ActiveBody ModuleTag_02 MaxHealth = 250.0 InitialHealth = 250.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 500 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL ChinaVehicleDozerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 100 DestructionDelay = 1500 DestructionDelayVariance = 600 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_ChinaDozerExplode FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_09 CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_22 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = DestroyDie ModuleTag_23 DeathTypes = NONE +CRUSHED +SPLATTED End Geometry = BOX GeometryMajorRadius = 17.0;new radius to align mine sweeping position ;GeometryMajorRadius = 21.0;old radius GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;--------------------¸ÄΪ²½À׳µ---------------------------------------------------------- Object Nuke_ChinaTankECM ; *** ART Parameters *** SelectPortrait = T14 ButtonImage = T14 Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVMINE Turret = Turret01 AltTurret = Turret02 WeaponFireFXBone = PRIMARY Tur1Muzzle WeaponRecoilBone = PRIMARY Tur1Barrel WeaponFireFXBone = SECONDARY Tur2Muzzle WeaponRecoilBone = SECONDARY Tur2Barrel End End ; ***DESIGN parameters *** DisplayName = OBJECT:ECMTank Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY NONE AutoChooseSources = PRIMARY NONE Weapon = SECONDARY RocketMines AutoChooseSources = SECONDARY NONE Conditions = MINE_CLEARING_DETAIL Weapon = TERTIARY DozerMineDisarmingWeapon End ArmorSet Conditions = None Armor = AntiAirVehicle DamageFX = TankDamageFX End BuildCost = 1500 ;00 BuildTime = 15 ;0.0 ;in seconds VisionRange = 350 ShroudClearingRange = 400 Prerequisites Object = Nuke_ChinaWarFactory Object = Nuke_ChinaPropagandaCenter End ExperienceValue = 20 20 50 80 ;Experience point value at each level ExperienceRequired = 0 50 80 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles MaxSimultaneousOfType = 3 CommandSet = ChinaVehicleTankMineCommandSet Behavior = AIUpdateInterface ModuleTag_20 AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End ; *** AUDIO Parameters *** VoiceSelect = GattlingTankVoiceSelect VoiceMove = GattlingTankVoiceMove VoiceGuard = GattlingTankVoiceMove VoiceAttack = GattlingTankVoiceAttack SoundMoveStart = GattlingTankMoveStart SoundMoveStartDamaged = GattlingTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = GattlingTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoopLoud VoiceCrush = GattlingTankVoiceCrush VoiceEnter = GattlingTankVoiceMove VoiceRapidFire = GattlingTankVoiceRapid End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_04 Turret TurretTurnRate = 100 TurretPitchRate = 100 AllowsPitch = Yes FirePitch = 45 ControlledWeaponSlots = SECONDARY End AutoAcquireEnemiesWhenIdle = No NotWhileAttacking End Locomotor = SET_NORMAL GattlingTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 80.0 End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_05 ProbabilityModifier = 19 DestructionDelay = 200 DestructionDelayVariance = 100 SinkRate = 0.5 ; in Dist/Sec OCL = FINAL OCL_ChinaTankGattlingDebris FX = FINAL FX_GattlingExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_06 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_07 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaVehicleListeningOutpost ; *** ART Parameters *** SelectPortrait = NVLOutpost_L ButtonImage = NVLOutpost Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = IRFX ConditionState = NONE Model = NVLOUTPOST End ConditionState = REALLYDAMAGED Model = NVLOUTPOST_D End ConditionState = RUBBLE Model = NVLOUTPOST_D1 HideSubObject = TURRET01 ;Hide the dish, since an ocl makes an airborne one is slow death behavior End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray LeftFrontTireBone = TIRE01 RightFrontTireBone = TIRE02 LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. End Draw = W3DModelDraw ModuleTag_33 OkToChangeModelColor = Yes ConditionState = NONE Model = NVLOUTPOST_B Animation = NVLOUTPOST_B.NVLOUTPOST_B AnimationMode = LOOP TransitionKey = Trans_Deployed End ConditionState = REALLYDAMAGED Model = NVLOUTPOST_BD Animation = NVLOUTPOST_BD.NVLOUTPOST_BD AnimationMode = LOOP TransitionKey = Trans_Deployed_ReallyDamaged End ConditionState = MOVING Model = NVLOUTPOST_A Animation = NVLOUTPOST_A.NVLOUTPOST_A AnimationMode = LOOP TransitionKey = Trans_Moving End ConditionState = REALLYDAMAGED MOVING Model = NVLOUTPOST_AD Animation = NVLOUTPOST_AD.NVLOUTPOST_AD AnimationMode = LOOP TransitionKey = Trans_Moving_ReallyDamaged End ConditionState = RUBBLE Model = NONE End AliasConditionState = RUBBLE MOVING ;**** PACKING AND UNPACKING MODES *** TransitionState = Trans_Moving Trans_Deployed Model = NVLOUTPOST_C Animation = NVLOUTPOST_C.NVLOUTPOST_C AnimationMode = ONCE End TransitionState = Trans_Moving_ReallyDamaged Trans_Deployed_ReallyDamaged Model = NVLOUTPOST_CD Animation = NVLOUTPOST_CD.NVLOUTPOST_CD AnimationMode = ONCE End TransitionState = Trans_Deployed Trans_Moving Model = NVLOUTPOST_C Animation = NVLOUTPOST_C.NVLOUTPOST_C AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Deployed_ReallyDamaged Trans_Moving_ReallyDamaged Model = NVLOUTPOST_CD Animation = NVLOUTPOST_CD.NVLOUTPOST_CD AnimationMode = ONCE_BACKWARDS End End ; ***DESIGN parameters *** DisplayName = OBJECT:ListeningOutpost Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 8 ;Just enough to fit into a Chinook. WeaponSet Conditions = None Weapon = PRIMARY TroopCrawlerAssault End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 900 BuildTime = 15.0 ;in seconds VisionRange = 250 ShroudClearingRange = 500 Prerequisites Object = Nuke_ChinaWarFactory End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Nuke_ChinaListeningOutpostCommandSet ; *** AUDIO Parameters *** VoiceSelect = ListeningOutpostVoiceSelect VoiceMove = ListeningOutpostVoiceMove VoiceGuard = ListeningOutpostVoiceMove VoiceAttack = ListeningOutpostVoiceAttack SoundMoveStart = RadarVanMoveStart SoundMoveStartDamaged = RadarVanMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = ListeningOutpostVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = NoSound ;RocketBuggyLand TruckPowerslideSound = NoSound ;RocketBuggyPowerslide VoiceCrush = NoSound VoiceUnload = NoSound ; nothing recorded VoiceEnter = ListeningOutpostVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 300 ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ; PingSound = IRPing ; LoudPingSound = IRPingLoud ; IRParticleSysName = IRDetectSonar ; IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End Behavior = AssaultTransportAIUpdate ModuleTag_NewAI MembersGetHealedAtLifeRatio = 0.5 End Behavior = StealthUpdate ModuleTag_04 StealthDelay = 2000 ; msec StealthForbiddenConditions = MOVING RIDERS_ATTACKING FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Locomotor = SET_NORMAL ListeningOutpostLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 90.0 End Behavior = TransportContain ModuleTag_06 PassengersAllowedToFire = Yes Slots = 2 InitialPayload = Nuke_ChinaInfantryTankHunter 2 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1789 FX = INITIAL FX_SupplyTruckExplosionOneFinal OCL = INITIAL OCL_InitialListeningOutpostDebris FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_FinalListeningOutpostDebris End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 9.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaCommandCenter ; *** ART Parameters *** ; ------------ the main building itself ----------------- SelectPortrait = SNComCentr_L ButtonImage = SNComCentr Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************ DefaultConditionState Model = NBConYardN Animation = NBConYardN.NBConYardN AnimationMode = LOOP End ConditionState = DAMAGED Model = NBConYardN_D Animation = NBConYardN_D.NBConYardN_D AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE Model = NBConYardN_E Animation = NBConYardN_E.NBConYardN_E AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;NIGHT *********************************** ConditionState = NIGHT Model = NBConYardN_N Animation = NBConYardN_N.NBConYardN_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = NBConYardN_DN Animation = NBConYardN_DN.NBConYardN_DN AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBConYardN_EN Animation = NBConYardN_EN.NBConYardN_EN AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;SNOW ************************************* ConditionState = SNOW Model = NBConYardN_S Animation = NBConYardN_S.NBConYardN_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBConYardN_DS Animation = NBConYardN_DS.NBConYardN_DS AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBConYardN_ES Animation = NBConYardN_ES.NBConYardN_ES AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;NIGHT SNOW ***************************** ConditionState = NIGHT SNOW Model = NBConYardN_NS Animation = NBConYardN_NS.NBConYardN_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = NBConYardN_DNS Animation = NBConYardN_DNS.NBConYardN_DNS AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBConYardN_ENS Animation = NBConYardN_ENS.NBConYardN_ENS AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYardN Animation = NBConYardN.NBConYardN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYardN_D Animation = NBConYardN_D.NBConYardN_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBConYardN_E Animation = NBConYardN_E.NBConYardN_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBConYardN_N Animation = NBConYardN_N.NBConYardN_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBConYardN_DN Animation = NBConYardN_DN.NBConYardN_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBConYardN_EN Animation = NBConYardN_EN.NBConYardN_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBConYardN_S Animation = NBConYardN_S.NBConYardN_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBConYardN_DS Animation = NBConYardN_DS.NBConYardN_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBConYardN_ES Animation = NBConYardN_ES.NBConYardN_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBConYardN_NS Animation = NBConYardN_NS.NBConYardN_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBConYardN_DNS Animation = NBConYardN_DNS.NBConYardN_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBConYardN_ENS Animation = NBConYardN_ENS.NBConYardN_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ Radar Extending ----------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = RADAR_EXTENDING RADAR_UPGRADED Model = NBConYard_A2 Animation = NBConYard_A2.NBConYard_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED Model = NBConYard_A2D Animation = NBConYard_A2D.NBConYard_A2D AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED Model = NBConYard_A2E Animation = NBConYard_A2E.NBConYard_A2E AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = RADAR_UPGRADED Model = NBConYard_A2 Animation = NBConYard_A2.NBConYard_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = RADAR_UPGRADED DAMAGED Model = NBConYard_A2D Animation = NBConYard_A2D.NBConYard_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE Model = NBConYard_A2E Animation = NBConYard_A2E.NBConYard_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYard_A2D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = NBConYard_A2E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End End PlacementViewAngle = -135 ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4 Animation = NBConYard_A4.NBConYard_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4N Animation = NBConYard_A4N.NBConYard_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4S Animation = NBConYard_A4S.NBConYard_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4SN Animation = NBConYard_A4SN.NBConYard_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBConYard_A4 Animation = NBConYard_A4.NBConYard_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBConYard_A4N Animation = NBConYard_A4N.NBConYard_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBConYard_A4S Animation = NBConYard_A4S.NBConYard_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBConYard_A4SN Animation = NBConYard_A4SN.NBConYard_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_DAY DOWN_DEFAULT Model = NBConYard_A4 Animation = NBConYard_A4.NBConYard_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBConYard_A4N Animation = NBConYard_A4N.NBConYard_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBConYard_A4S Animation = NBConYard_A4S.NBConYard_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBConYard_A4SN Animation = NBConYard_A4SN.NBConYard_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBConYard_A6 Animation = NBConYard_A6.NBConYard_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = SmokeM01 BuildUpSmokeChina ParticleSysBone = SmokeS02 BuildUpSmokeChina ParticleSysBone = SparksM01 BuildUpSmokeChina ParticleSysBone = SparksM02 BuildUpSmokeChina ParticleSysBone = SparksS01 BuildUpSmokeChina ParticleSysBone = SparksS02 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBConYard_A6N Animation = NBConYard_A6N.NBConYard_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = SmokeM01 BuildUpSmokeChina ParticleSysBone = SmokeS02 BuildUpSmokeChina ParticleSysBone = SparksM01 BuildUpSmokeChina ParticleSysBone = SparksM02 BuildUpSmokeChina ParticleSysBone = SparksS01 BuildUpSmokeChina ParticleSysBone = SparksS02 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBConYard_A6S Animation = NBConYard_A6S.NBConYard_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = SmokeM01 BuildUpSnowSmoke ParticleSysBone = SmokeS02 BuildUpSnowSmoke ParticleSysBone = SparksM01 BuildUpSnowSmoke ParticleSysBone = SparksM02 BuildUpSnowSmoke ParticleSysBone = SparksS01 BuildUpSnowSmoke ParticleSysBone = SparksS02 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBConYard_A6SN Animation = NBConYard_A6SN.NBConYard_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke ParticleSysBone = SparksM01 BuildUpNightSnowSmoke ParticleSysBone = SparksM02 BuildUpNightSnowSmoke ParticleSysBone = SparksS01 BuildUpNightSnowSmoke ParticleSysBone = SparksS02 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBConYard_A6 Animation = NBConYard_A6.NBConYard_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBConYard_A6N Animation = NBConYard_A6N.NBConYard_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBConYard_A6S Animation = NBConYard_A6S.NBConYard_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBConYard_A6SN Animation = NBConYard_A6SN.NBConYard_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBConYard_A6 Animation = NBConYard_A6.NBConYard_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBConYard_A6N Animation = NBConYard_A6N.NBConYard_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBConYard_A6S Animation = NBConYard_A6S.NBConYard_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBConYard_A6SN Animation = NBConYard_A6SN.NBConYard_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5 Animation = NBConYard_A5.NBConYard_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5N Animation = NBConYard_A5N.NBConYard_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5S Animation = NBConYard_A5S.NBConYard_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5SN Animation = NBConYard_A5SN.NBConYard_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBConYard_AB Animation = NBConYard_AB.NBConYard_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBConYard_ABN Animation = NBConYard_ABN.NBConYard_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBConYard_ABS Animation = NBConYard_ABS.NBConYard_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBConYard_ABSN Animation = NBConYard_ABSN.NBConYard_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBConYard_AB Animation = NBConYard_AB.NBConYard_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBConYard_ABN Animation = NBConYard_ABN.NBConYard_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBConYard_ABS Animation = NBConYard_ABS.NBConYard_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBConYard_ABSN Animation = NBConYard_ABSN.NBConYard_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_06 DefaultConditionState Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYard_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBConYard_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; Officers club flag Draw = W3DModelDraw ModuleTag_OfficersClub OkToChangeModelColor = No ConditionState = NONE Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = PREORDER Model = OCFlagCHA Animation = OCFlagCHA.OCFlagCHA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ; ConditionState = PREORDER DAMAGED ; Model = OCFlagCHA_D ; Animation = OCFlagCHA_D.OCFlagCHA_D ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End ; ConditionState = PREORDER REALLYDAMAGED ; Model = OCFlagCHA_E ; Animation = OCFlagCHA_E.OCFlagCHA_E ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = ChinaNukeGeneral EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command center should be free CommandSet = Nuke_ChinaCommandCenterCommandSet VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = CommandCenterChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_07 MaxHealth = 5000.0 InitialHealth = 5000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 5200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = PreorderCreate ModuleTag_PreorderCreate End Behavior = ProductionUpdate ModuleTag_08 NumDoorAnimations = 1 DoorOpeningTime = 3000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 3000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_09 UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0 NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RadarUpdate ModuleTag_10 RadarExtendTime = 4000 ;in mSeconds End Behavior = DestroyDie ModuleTag_11 ;nothing End Behavior = CreateObjectDie ModuleTag_12 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_13 DeathFX = FX_StructureMediumDeath End Behavior = RadarUpgrade ModuleTag_14 TriggeredBy = Upgrade_ChinaRadar End Behavior = GenerateMinefieldBehavior ModuleTag_15 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = OCLSpecialPower ModuleTag_16 SpecialPowerTemplate = SuperweaponNapalmStrike OCL = SUPERWEAPON_NapalmStrike End Behavior = OCLSpecialPower ModuleTag_17 SpecialPowerTemplate = SuperweaponArtilleryBarrage UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3 UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2 OCL = SUPERWEAPON_ArtilleryBarrage1 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET End Behavior = OCLSpecialPower ModuleTag_18 SpecialPowerTemplate = SuperweaponClusterMines OCL = SUPERWEAPON_ClusterMines CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_19 SpecialPowerTemplate = SuperweaponEMPPulse OCL = SUPERWEAPON_EMPPulse CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = CashHackSpecialPower ModuleTag_20 SpecialPowerTemplate = SuperweaponCashHack UpgradeMoneyAmount = SCIENCE_CashHack3 4000 UpgradeMoneyAmount = SCIENCE_CashHack2 2000 MoneyAmount = 1000 ; amount of money to steal End Behavior = OCLSpecialPower ModuleTag_21 SpecialPowerTemplate = Early_SuperweaponEmergencyRepair UpgradeOCL = Early_SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 UpgradeOCL = Early_SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 OCL = SUPERWEAPON_RepairVehicles1 CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05 SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb OCL = Nuke_SUPERWEAPON_ChinaCarpetBomb CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = FlammableUpdate ModuleTag_23 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_24 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = Nuke_ChinaCommandCenterCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Behavior = OCLSpecialPower ModuleTag_27 SpecialPowerTemplate = SuperweaponFrenzy UpgradeOCL = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3 UpgradeOCL = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2 OCL = SUPERWEAPON_Frenzy1 CreateLocation = CREATE_AT_LOCATION End Geometry = BOX FactoryExitWidth = 25 GeometryMajorRadius = 60.0 GeometryMinorRadius = 63.0 GeometryHeight = 36.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object Nuke_ChinaAirfield ; *** ART Parameters *** SelectPortrait = SNAirfield_L ButtonImage = SNAirfield Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = Runway1Parking1 ExtraPublicBone = Runway1Parking2 ExtraPublicBone = Runway2Parking1 ExtraPublicBone = Runway2Parking2 ExtraPublicBone = Runway1Park1Han ExtraPublicBone = Runway1Park2Han ExtraPublicBone = Runway2Park1Han ExtraPublicBone = Runway2Park2Han ExtraPublicBone = Runway1Prep1 ExtraPublicBone = Runway1Prep2 ExtraPublicBone = Runway2Prep1 ExtraPublicBone = Runway2Prep2 ExtraPublicBone = RunwayStart1 ExtraPublicBone = RunwayStart2 ExtraPublicBone = RunwayEnd1 ExtraPublicBone = RunwayEnd2 ExtraPublicBone = HeliPark01 ; ------------- DAY ------------------ DefaultConditionState Model = NBAirfield Animation = NBAirfield.NBAirfield AnimationMode = LOOP End ConditionState = DAMAGED Model = NBAirfield_D Animation = NBAirfield_D.NBAirfield_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = NBAirfield_E Animation = NBAirfield_E.NBAirfield_E AnimationMode = LOOP End ; ------------- SNOW ------------------ ConditionState = SNOW Model = NBAirfield_S Animation = NBAirfield_S.NBAirfield_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBAirfield_DS Animation = NBAirfield_DS.NBAirfield_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBAirfield_ES Animation = NBAirfield_ES.NBAirfield_ES AnimationMode = LOOP End ; ------------- NIGHT ------------------ ConditionState = NIGHT Model = NBAirfield_N Animation = NBAirfield_N.NBAirfield_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = NBAirfield_DN Animation = NBAirfield_DN.NBAirfield_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBAirfield_EN Animation = NBAirfield_EN.NBAirfield_EN AnimationMode = LOOP End ; ------------- NIGHT SNOW------------------ ConditionState = NIGHT SNOW Model = NBAirfield_NS Animation = NBAirfield_NS.NBAirfield_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = NBAirfield_DNS Animation = NBAirfield_DNS.NBAirfield_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBAirfield_ENS Animation = NBAirfield_ENS.NBAirfield_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield Animation = NBAirfield.NBAirfield AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_D Animation = NBAirfield_D.NBAirfield_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_E Animation = NBAirfield_E.NBAirfield_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBAirfield_N Animation = NBAirfield_N.NBAirfield_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBAirfield_DN Animation = NBAirfield_DN.NBAirfield_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBAirfield_EN Animation = NBAirfield_EN.NBAirfield_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBAirfield_S Animation = NBAirfield_S.NBAirfield_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBAirfield_DS Animation = NBAirfield_DS.NBAirfield_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBAirfield_ES Animation = NBAirfield_ES.NBAirfield_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBAirfield_NS Animation = NBAirfield_NS.NBAirfield_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBAirfield_DNS Animation = NBAirfield_DNS.NBAirfield_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBAirfield_ENS Animation = NBAirfield_ENS.NBAirfield_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = None End End ; ----------------- door #1 ------------------- Draw = W3DModelDraw ModuleTag_03 DefaultConditionState Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = SNOW NIGHT DOOR_1_OPENING AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = SNOW DAMAGED DOOR_1_OPENING AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING ConditionState = DOOR_1_CLOSING Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = SNOW NIGHT DOOR_1_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING ConditionState = DOOR_1_WAITING_OPEN Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A9 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_A9 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_A9 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- door #2 ------------------- ; this one has no door #2... (srj) ; Draw = W3DModelDraw ; DefaultConditionState ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ; End ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED ; Model = NBAirfield_A10 ; Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End ; ConditionState = DOOR_2_OPENING ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST ; End ; ConditionState = DOOR_2_CLOSING ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST ; End ; ConditionState = DOOR_2_WAITING_OPEN ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = MANUAL ; Flags = START_FRAME_LAST ; End ; End ; ----------------- door #3 ------------------- Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = DOOR_3_OPENING Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_3_OPENING AliasConditionState = SNOW DOOR_3_OPENING AliasConditionState = SNOW NIGHT DOOR_3_OPENING AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = SNOW DAMAGED DOOR_3_OPENING AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING ConditionState = DOOR_3_CLOSING Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_CLOSING AliasConditionState = SNOW DOOR_3_CLOSING AliasConditionState = SNOW NIGHT DOOR_3_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING ConditionState = DOOR_3_WAITING_OPEN Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_WAITING_OPEN AliasConditionState = SNOW DOOR_3_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A10 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_A10 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_A10 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- door #4 ------------------- Draw = W3DModelDraw ModuleTag_05 DefaultConditionState Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = DOOR_4_OPENING Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_4_OPENING AliasConditionState = SNOW DOOR_4_OPENING AliasConditionState = SNOW NIGHT DOOR_4_OPENING AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING AliasConditionState = SNOW DAMAGED DOOR_4_OPENING AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING ConditionState = DOOR_4_CLOSING Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_CLOSING AliasConditionState = SNOW DOOR_4_CLOSING AliasConditionState = SNOW NIGHT DOOR_4_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING ConditionState = DOOR_4_WAITING_OPEN Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_WAITING_OPEN AliasConditionState = SNOW DOOR_4_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_06 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4 Animation = NBAirfield_A4.NBAirfield_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4N Animation = NBAirfield_A4N.NBAirfield_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4S Animation = NBAirfield_A4S.NBAirfield_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4SN Animation = NBAirfield_A4SN.NBAirfield_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBAirfield_A4 Animation = NBAirfield_A4.NBAirfield_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBAirfield_A4N Animation = NBAirfield_A4N.NBAirfield_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBAirfield_A4S Animation = NBAirfield_A4S.NBAirfield_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBAirfield_A4SN Animation = NBAirfield_A4SN.NBAirfield_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBAirfield_A4 Animation = NBAirfield_A4.NBAirfield_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBAirfield_A4N Animation = NBAirfield_A4N.NBAirfield_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBAirfield_A4S Animation = NBAirfield_A4S.NBAirfield_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBAirfield_A4SN Animation = NBAirfield_A4SN.NBAirfield_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_08 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5 Animation = NBAirfield_A5.NBAirfield_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5N Animation = NBAirfield_A5N.NBAirfield_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5S Animation = NBAirfield_A5S.NBAirfield_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5SN Animation = NBAirfield_A5SN.NBAirfield_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBAirfield_AB Animation = NBAirfield_AB.NBAirfield_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBAirfield_ABN Animation = NBAirfield_ABN.NBAirfield_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBAirfield_ABS Animation = NBAirfield_ABS.NBAirfield_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBAirfield_ABSN Animation = NBAirfield_ABSN.NBAirfield_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBAirfield_AB Animation = NBAirfield_AB.NBAirfield_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBAirfield_ABN Animation = NBAirfield_ABN.NBAirfield_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBAirfield_ABS Animation = NBAirfield_ABS.NBAirfield_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBAirfield_ABSN Animation = NBAirfield_ABSN.NBAirfield_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:Airfield Side = ChinaNukeGeneral EditorSorting = STRUCTURE Prerequisites Object = Nuke_ChinaSupplyCenter End BuildCost = 1000 BuildTime = 30.0 ; in seconds EnergyProduction = -1 CommandSet = Nuke_ChinaAirfieldCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 150 150 150 150 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = AirfieldChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY AUTO_RALLYPOINT Body = StructureBody ModuleTag_09 MaxHealth = 1500.0 InitialHealth = 1500.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ParkingPlaceBehavior ModuleTag_10 HealAmountPerSecond = 10 NumRows = 2 NumCols = 2 HasRunways = Yes ApproachHeight = 50 ParkInHangars = Yes End Behavior = ProductionUpdate ModuleTag_11 NumDoorAnimations = 4 DoorOpeningTime = 2000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 2000 ;in mSeconds ConstructionCompleteDuration = 1000 ;in mSeconds End Behavior = DestroyDie ModuleTag_12 ;nothing End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_ABPowerPlantExplode End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureMediumDeath End Behavior = GenerateMinefieldBehavior ModuleTag_15 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_17 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_18 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = Nuke_ChinaAirfieldCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 83.0 GeometryMinorRadius = 76.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;China Neutron Missile, NukeSilo, Nuke Silo Object Nuke_ChinaNuclearMissileLauncher ; *** ART Parameters *** SelectPortrait = SNNukeMisl_L ButtonImage = SNNukeMisl SelectPortrait = SNNukeMisl_L ButtonImage = SNNukeMisl Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = NBNMissle End ConditionState = SOLD Model = NONE End ConditionState = SOLD SNOW Model = NONE End ConditionState = SOLD NIGHT Model = NONE End ConditionState = SOLD NIGHT SNOW Model = NONE End ConditionState = DAMAGED Model = NBNMissle_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = NBNMissle_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = AWAITING_CONSTRUCTION Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBNMissle_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = NBNMissle_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING Model = NBNMissle_A2 Animation = NBNMissle_A2.NBNMissle_A2 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN Model = NBNMissle_A2 Animation = NBNMissle_A2.NBNMissle_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE Model = NBNMissle_A3 Animation = NBNMissle_A3.NBNMissle_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING Model = NBNMissle_A3 Animation = NBNMissle_A3.NBNMissle_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED Model = NBNMissle_A2D Animation = NBNMissle_A2D.NBNMissle_A2D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = NBNMissle_A2D Animation = NBNMissle_A2D.NBNMissle_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED Model = NBNMissle_A3D Animation = NBNMissle_A3D.NBNMissle_A3D AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING DAMAGED Model = NBNMissle_A3D Animation = NBNMissle_A3D.NBNMissle_A3D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = NBNMissle_A2E Animation = NBNMissle_A2E.NBNMissle_A2E AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = NBNMissle_A2E Animation = NBNMissle_A2E.NBNMissle_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE Model = NBNMissle_A3E Animation = NBNMissle_A3E.NBNMissle_A3E AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = NBNMissle_A3E Animation = NBNMissle_A3E.NBNMissle_A3E AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ; night ConditionState = NIGHT Model = NBNMissle_N End ConditionState = DAMAGED NIGHT Model = NBNMissle_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBNMissle_EN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = AWAITING_CONSTRUCTION NIGHT Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBNMissle_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBNMissle_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBNMissle_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING NIGHT Model = NBNMissle_A2N Animation = NBNMissle_A2N.NBNMissle_A2N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN NIGHT Model = NBNMissle_A2N Animation = NBNMissle_A2N.NBNMissle_A2N AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT Model = NBNMissle_A3N Animation = NBNMissle_A3N.NBNMissle_A3N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING NIGHT Model = NBNMissle_A3N Animation = NBNMissle_A3N.NBNMissle_A3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED NIGHT Model = NBNMissle_A2DN Animation = NBNMissle_A2DN.NBNMissle_A2DN AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT Model = NBNMissle_A2DN Animation = NBNMissle_A2DN.NBNMissle_A2DN AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT Model = NBNMissle_A3DN Animation = NBNMissle_A3DN.NBNMissle_A3DN AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING DAMAGED NIGHT Model = NBNMissle_A3DN Animation = NBNMissle_A3DN.NBNMissle_A3DN AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT Model = NBNMissle_A2EN Animation = NBNMissle_A2EN.NBNMissle_A2EN AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT Model = NBNMissle_A2EN Animation = NBNMissle_A2EN.NBNMissle_A2EN AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT Model = NBNMissle_A3EN Animation = NBNMissle_A3EN.NBNMissle_A3EN AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT Model = NBNMissle_A3EN Animation = NBNMissle_A3EN.NBNMissle_A3EN AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ;-------------- SNOW! -------------------- ConditionState = SNOW Model = NBNMissle_S End ConditionState = DAMAGED SNOW Model = NBNMissle_DS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBNMissle_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = AWAITING_CONSTRUCTION SNOW Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBNMissle_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBNMissle_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBNMissle_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING SNOW Model = NBNMissle_A2S Animation = NBNMissle_A2S.NBNMissle_A2S AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN SNOW Model = NBNMissle_A2S Animation = NBNMissle_A2S.NBNMissle_A2S AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW Model = NBNMissle_A3S Animation = NBNMissle_A3S.NBNMissle_A3S AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING SNOW Model = NBNMissle_A3S Animation = NBNMissle_A3S.NBNMissle_A3S AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED SNOW Model = NBNMissle_A2DS Animation = NBNMissle_A2DS.NBNMissle_A2DS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW Model = NBNMissle_A2DS Animation = NBNMissle_A2DS.NBNMissle_A2DS AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW Model = NBNMissle_A3DS Animation = NBNMissle_A3DS.NBNMissle_A3DS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING DAMAGED SNOW Model = NBNMissle_A3DS Animation = NBNMissle_A3DS.NBNMissle_A3DS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW Model = NBNMissle_A2ES Animation = NBNMissle_A2ES.NBNMissle_A2ES AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW Model = NBNMissle_A2ES Animation = NBNMissle_A2ES.NBNMissle_A2ES AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW Model = NBNMissle_A3ES Animation = NBNMissle_A3ES.NBNMissle_A3ES AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW Model = NBNMissle_A3ES Animation = NBNMissle_A3ES.NBNMissle_A3ES AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ; night ConditionState = NIGHT SNOW Model = NBNMissle_NS End ConditionState = DAMAGED NIGHT SNOW Model = NBNMissle_DNS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBNMissle_ENS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBNMissle_NS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBNMissle_DNS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBNMissle_ENS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING NIGHT SNOW Model = NBNMissle_A2NS Animation = NBNMissle_A2NS.NBNMissle_A2NS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW Model = NBNMissle_A2NS Animation = NBNMissle_A2NS.NBNMissle_A2NS AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW Model = NBNMissle_A3NS Animation = NBNMissle_A3NS.NBNMissle_A3NS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING NIGHT SNOW Model = NBNMissle_A3NS Animation = NBNMissle_A3NS.NBNMissle_A3NS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW Model = NBNMissle_A2DNS Animation = NBNMissle_A2DNS.NBNMissle_A2DNS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW Model = NBNMissle_A2DNS Animation = NBNMissle_A2DNS.NBNMissle_A2DNS AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW Model = NBNMissle_A3DNS Animation = NBNMissle_A3DNS.NBNMissle_A3DNS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW Model = NBNMissle_A3DNS Animation = NBNMissle_A3DNS.NBNMissle_A3DNS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBNMissle_A2ENS Animation = NBNMissle_A2ENS.NBNMissle_A2ENS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBNMissle_A2ENS Animation = NBNMissle_A2ENS.NBNMissle_A2ENS AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBNMissle_A3ENS Animation = NBNMissle_A3ENS.NBNMissle_A3ENS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBNMissle_A3ENS Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A4 Animation = NBNMissle_A4.NBNMissle_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A4N Animation = NBNMissle_A4N.NBNMissle_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A4S Animation = NBNMissle_A4S.NBNMissle_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A4SN Animation = NBNMissle_A4SN.NBNMissle_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBNMissle_A4 Animation = NBNMissle_A4.NBNMissle_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBNMissle_A4N Animation = NBNMissle_A4N.NBNMissle_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBNMissle_A4S Animation = NBNMissle_A4S.NBNMissle_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBNMissle_A4SN Animation = NBNMissle_A4SN.NBNMissle_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBNMissle_A4 Animation = NBNMissle_A4.NBNMissle_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBNMissle_A4N Animation = NBNMissle_A4N.NBNMissle_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBNMissle_A4S Animation = NBNMissle_A4S.NBNMissle_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBNMissle_A4SN Animation = NBNMissle_A4SN.NBNMissle_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBNMissle_A6 Animation = NBNMissle_A6.NBNMissle_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBNMissle_A6N Animation = NBNMissle_A6N.NBNMissle_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBNMissle_A6S Animation = NBNMissle_A6S.NBNMissle_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBNMissle_A6SN Animation = NBNMissle_A6SN.NBNMissle_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBNMissle_A6 Animation = NBNMissle_A6.NBNMissle_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBNMissle_A6N Animation = NBNMissle_A6N.NBNMissle_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBNMissle_A6S Animation = NBNMissle_A6S.NBNMissle_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBNMissle_A6SN Animation = NBNMissle_A6SN.NBNMissle_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBNMissle_A6 Animation = NBNMissle_A6.NBNMissle_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBNMissle_A6N Animation = NBNMissle_A6N.NBNMissle_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBNMissle_A6S Animation = NBNMissle_A6S.NBNMissle_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBNMissle_A6SN Animation = NBNMissle_A6SN.NBNMissle_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A5 Animation = NBNMissle_A5.NBNMissle_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A5N Animation = NBNMissle_A5N.NBNMissle_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A5S Animation = NBNMissle_A5S.NBNMissle_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A5SN Animation = NBNMissle_A5SN.NBNMissle_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBNMissle_AB Animation = NBNMissle_AB.NBNMissle_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBNMissle_ABN Animation = NBNMissle_ABN.NBNMissle_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBNMissle_ABS Animation = NBNMissle_ABS.NBNMissle_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBNMissle_ABSN Animation = NBNMissle_ABSN.NBNMissle_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBNMissle_AB Animation = NBNMissle_AB.NBNMissle_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBNMissle_ABN Animation = NBNMissle_ABN.NBNMissle_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBNMissle_ABS Animation = NBNMissle_ABS.NBNMissle_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBNMissle_ABSN Animation = NBNMissle_ABSN.NBNMissle_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; Blinking lights Draw = W3DModelDraw ModuleTag_05 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = NBNMissle_AC Animation = NONE End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_AC Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End ConditionState = DOOR_1_OPENING Model = NBNMissle_AC Animation = NBNMissle_AC.NBNMissle_AC AnimationMode = LOOP Flags = START_FRAME_FIRST End ConditionState = DOOR_1_WAITING_OPEN Model = NBNMissle_AC Animation = NBNMissle_AC.NBNMissle_AC AnimationMode = LOOP Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_TO_CLOSE Model = NBNMissle_AC Animation = NBNMissle_AC.NBNMissle_AC AnimationMode = LOOP Flags = START_FRAME_FIRST ;WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING Model = NBNMissle_AC Animation = NBNMissle_AC.NBNMissle_AC AnimationMode = LOOP Flags = START_FRAME_FIRST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:NuclearMissile Side = ChinaNukeGeneral EditorSorting = STRUCTURE Prerequisites Object = Nuke_ChinaPropagandaCenter End BuildCost = 4500 BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! CommandSet = Nuke_ChinaNuclearMissileCommandSet ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 400 400 400 400 ; Experience point value at each level MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType ; *** AUDIO Parameters *** VoiceSelect = NuclearMissileSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON Body = StructureBody ModuleTag_06 MaxHealth = 4000.0 InitialHealth = 4000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 4200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = OCLSpecialPower ModuleTag_07 SpecialPowerTemplate = SuperweaponNeutronMissile OCL = SUPERWEAPON_NeutronMissile End Behavior = SpecialPowerCreate ModuleTag_08 ;nothing End Behavior = MissileLauncherBuildingUpdate ModuleTag_09 SpecialPowerTemplate = SuperweaponNeutronMissile DoorOpenTime = 8000 DoorWaitOpenTime = 2000 DoorCloseTime = 8000 ; FXLists to play at transitions: DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen ;DoorOpenFX = FX_ABPowerPlantExplode DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch ;DoorClosingFX = FX_ABPowerPlantExplode ;DoorClosedFX = FX_ABPowerPlantExplode ; looping sound to play while open: DoorOpenIdleAudio = BuildingNeutronMissileHiss End Behavior = ProductionUpdate ModuleTag_10 DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED End Behavior = DestroyDie ModuleTag_11 ;Nothing End Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 DeathWeapon = ChinaPowerPlantDeathWeapon StartsActive = Yes End Behavior = GenerateMinefieldBehavior ModuleTag_13 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_15 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = CreateObjectDie ModuleTag_20 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_21 ExemptStatus = UNDER_CONSTRUCTION DeathFX = FX_NukeGLA End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = Nuke_ChinaNuclearMissileCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 55.0 GeometryHeight = 64.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object Nuke_ChinaSpeakerTower ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = NBPTower Animation = NBPTower.NBPTower AnimationMode = LOOP End ConditionState = DAMAGED Model = NBPTower_D Animation = NBPTower_D.NBPTower_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE Model = NBPTower_E Animation = NBPTower_E.NBPTower_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; day Snow ConditionState = SNOW Model = NBPTower_S Animation = NBPTower_S.NBPTower_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBPTower_DS Animation = NBPTower_DS.NBPTower_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBPTower_ES Animation = NBPTower_ES.NBPTower_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NBPTower_N Animation = NBPTower_N.NBPTower_N AnimationMode = LOOP End ConditionState = NIGHT DAMAGED Model = NBPTower_DN Animation = NBPTower_DN.NBPTower_DN AnimationMode = LOOP End ConditionState = NIGHT REALLYDAMAGED RUBBLE Model = NBPTower_EN Animation = NBPTower_EN.NBPTower_EN AnimationMode = LOOP End ;Snow Night ConditionState = NIGHT SNOW Model = NBPTower_NS Animation = NBPTower_NS.NBPTower_NS AnimationMode = LOOP End ConditionState = NIGHT SNOW DAMAGED Model = NBPTower_DNS Animation = NBPTower_DNS.NBPTower_DNS AnimationMode = LOOP End ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE Model = NBPTower_ENS Animation = NBPTower_ENS.NBPTower_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPTower Animation = NBPTower.NBPTower AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBPTower_D Animation = NBPTower_D.NBPTower_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBPTower_E Animation = NBPTower_E.NBPTower_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBPTower_N Animation = NBPTower_N.NBPTower_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBPTower_DN Animation = NBPTower_DN.NBPTower_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBPTower_EN Animation = NBPTower_EN.NBPTower_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBPTower_S Animation = NBPTower_S.NBPTower_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBPTower_DS Animation = NBPTower_DS.NBPTower_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBPTower_ES Animation = NBPTower_ES.NBPTower_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBPTower_NS Animation = NBPTower_NS.NBPTower_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBPTower_DNS Animation = NBPTower_DNS.NBPTower_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBPTower_ENS Animation = NBPTower_ENS.NBPTower_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A4 Animation = NBPTower_A4.NBPTower_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A4N Animation = NBPTower_A4N.NBPTower_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A4S Animation = NBPTower_A4S.NBPTower_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A4SN Animation = NBPTower_A4SN.NBPTower_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPTower_A4 Animation = NBPTower_A4.NBPTower_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPTower_A4N Animation = NBPTower_A4N.NBPTower_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPTower_A4S Animation = NBPTower_A4S.NBPTower_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPTower_A4SN Animation = NBPTower_A4SN.NBPTower_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPTower_A4 Animation = NBPTower_A4.NBPTower_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPTower_A4N Animation = NBPTower_A4N.NBPTower_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPTower_A4S Animation = NBPTower_A4S.NBPTower_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPTower_A4SN Animation = NBPTower_A4SN.NBPTower_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBPTower_A6 Animation = NBPTower_A6.NBPTower_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBPTower_A6N Animation = NBPTower_A6N.NBPTower_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBPTower_A6S Animation = NBPTower_A6S.NBPTower_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBPTower_A6SN Animation = NBPTower_A6SN.NBPTower_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPTower_A6 Animation = NBPTower_A6.NBPTower_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPTower_A6N Animation = NBPTower_A6N.NBPTower_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPTower_A6S Animation = NBPTower_A6S.NBPTower_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPTower_A6SN Animation = NBPTower_A6SN.NBPTower_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPTower_A6 Animation = NBPTower_A6.NBPTower_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPTower_A6N Animation = NBPTower_A6N.NBPTower_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPTower_A6S Animation = NBPTower_A6S.NBPTower_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPTower_A6SN Animation = NBPTower_A6SN.NBPTower_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A5 Animation = NBPTower_A5.NBPTower_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A5N Animation = NBPTower_A5N.NBPTower_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A5S Animation = NBPTower_A5S.NBPTower_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A5SN Animation = NBPTower_A5SN.NBPTower_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPTower_AB Animation = NBPTower_AB.NBPTower_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPTower_ABN Animation = NBPTower_ABN.NBPTower_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPTower_ABS Animation = NBPTower_ABS.NBPTower_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPTower_ABSN Animation = NBPTower_ABSN.NBPTower_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPTower_AB Animation = NBPTower_AB.NBPTower_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPTower_ABN Animation = NBPTower_ABN.NBPTower_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPTower_ABS Animation = NBPTower_ABS.NBPTower_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPTower_ABSN Animation = NBPTower_ABSN.NBPTower_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:SpeakerTower Side = ChinaNukeGeneral EditorSorting = STRUCTURE BuildCost = 500 BuildTime = 10.0 ; in seconds EnergyProduction = -1 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Prerequisites Object = Nuke_ChinaPropagandaCenter End CommandSet = ChinaSpeakerTowerCommandSet ExperienceValue = 50 50 50 50 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = SpeakerTowerSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_05 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 500 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds HealPercentEachSecond = 2% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 4% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_07 ; End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_ABPowerPlantExplode End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureTinyDeath End Behavior = ProductionUpdate ModuleTag_10 ; But is required if we have any Object-level Upgrades! End Behavior = GenerateMinefieldBehavior ModuleTag_11 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_13 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaSpeakerTowerCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 51.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;China Nuclear Reactor Object Nuke_ChinaPowerPlant ; *** ART Parameters *** SelectPortrait = SNAdvReactor_L ButtonImage = SNAdvReactor ;day Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NBPwrPtI ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED Model = NBPwrPtI_D ParticleSysBone = Smoke01 SteamLarge ParticleSysBone = Smoke02 SteamMedium ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 FireFactionLarge ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = NBPwrPtI_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksMedium ParticleSysBone = Spark03 SparksSmall ParticleSysBone = Spark04 LiveWireSparks End ; day overcharge ConditionState = POWER_PLANT_UPGRADED Model = NBPwrPtI ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksSmall ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = DAMAGED POWER_PLANT_UPGRADED Model = NBPwrPtI_D ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED Model = NBPwrPtI_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksLarge ParticleSysBone = Spark04 SparksLarge ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksMedium ParticleSysBone = Spark07 SparksSmall End ; Snow-Day ConditionState = SNOW Model = NBPwrPtI_S ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED SNOW Model = NBPwrPtI_DS ParticleSysBone = Smoke01 SteamLarge ParticleSysBone = Smoke02 SteamMedium ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 FireFactionLarge ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBPwrPtI_ES ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksMedium ParticleSysBone = Spark03 SparksSmall ParticleSysBone = Spark04 LiveWireSparks End ; day overcharge ConditionState = POWER_PLANT_UPGRADED SNOW Model = NBPwrPtI_S ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksSmall ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW Model = NBPwrPtI_DS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW Model = NBPwrPtI_ES ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksLarge ParticleSysBone = Spark04 SparksLarge ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksMedium ParticleSysBone = Spark07 SparksSmall End ;night snow ConditionState = NIGHT SNOW Model = NBPwrPtI_NS Animation = NBPwrPtI_NS.NBPwrPtI_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = NIGHT DAMAGED SNOW Model = NBPwrPtI_DNS Animation = NBPwrPtI_DNS.NBPwrPtI_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBPwrPtI_ENS Animation = NBPwrPtI_ENS.NBPwrPtI_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks ParticleSysBone = Spark03 LiveWireSparks ParticleSysBone = Spark04 LiveWireSparks End ; night overcharge ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW Model = NBPwrPtI_NS Animation = NBPwrPtI_NS.NBPwrPtI_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksSmall ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED SNOW Model = NBPwrPtI_DNS Animation = NBPwrPtI_DNS.NBPwrPtI_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW Model = NBPwrPtI_ENS Animation = NBPwrPtI_ENS.NBPwrPtI_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksLarge ParticleSysBone = Spark04 SparksLarge ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksMedium ParticleSysBone = Spark07 SparksSmall End ;night ConditionState = NIGHT Model = NBPwrPtI_N Animation = NBPwrPtI_N.NBPwrPtI_N AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = NIGHT DAMAGED Model = NBPwrPtI_DN Animation = NBPwrPtI_DN.NBPwrPtI_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBPwrPtI_EN Animation = NBPwrPtI_EN.NBPwrPtI_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks ParticleSysBone = Spark03 LiveWireSparks ParticleSysBone = Spark04 LiveWireSparks End ; night overcharge ConditionState = NIGHT POWER_PLANT_UPGRADED Model = NBPwrPtI_N Animation = NBPwrPtI_N.NBPwrPtI_N AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksSmall ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED Model = NBPwrPtI_DN Animation = NBPwrPtI_DN.NBPwrPtI_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED Model = NBPwrPtI_EN Animation = NBPwrPtI_EN.NBPwrPtI_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksLarge ParticleSysBone = Spark04 SparksLarge ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksMedium ParticleSysBone = Spark07 SparksSmall End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPtI Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBPwrPtI_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBPwrPtI_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBPwrPtI_N Animation = NBPwrPtI_N.NBPwrPtI_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBPwrPtI_DN Animation = NBPwrPtI_DN.NBPwrPtI_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBPwrPtI_EN Animation = NBPwrPtI_EN.NBPwrPtI_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBPwrPtI_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBPwrPtI_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBPwrPtI_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBPwrPtI_NS Animation = NBPwrPtI_NS.NBPwrPtI_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBPwrPtI_DNS Animation = NBPwrPtI_DNS.NBPwrPtI_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBPwrPtI_ENS Animation = NBPwrPtI_ENS.NBPwrPtI_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD POWER_PLANT_UPGRADED AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A4 Animation = NBPwrPlant_A4.NBPwrPlant_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A4N Animation = NBPwrPlant_A4N.NBPwrPlant_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A4S Animation = NBPwrPlant_A4S.NBPwrPlant_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A4SN Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPwrPlant_A4 Animation = NBPwrPlant_A4.NBPwrPlant_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPwrPlant_A4N Animation = NBPwrPlant_A4N.NBPwrPlant_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPwrPlant_A4S Animation = NBPwrPlant_A4S.NBPwrPlant_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPwrPlant_A4SN Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPwrPlant_A4 Animation = NBPwrPlant_A4.NBPwrPlant_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPwrPlant_A4N Animation = NBPwrPlant_A4N.NBPwrPlant_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPwrPlant_A4S Animation = NBPwrPlant_A4S.NBPwrPlant_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPwrPlant_A4SN Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBPwrPlant_A6 Animation = NBPwrPlant_A6.NBPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBPwrPlant_A6N Animation = NBPwrPlant_A6N.NBPwrPlant_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBPwrPlant_A6S Animation = NBPwrPlant_A6S.NBPwrPlant_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBPwrPlant_A6SN Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPwrPlant_A6 Animation = NBPwrPlant_A6.NBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPwrPlant_A6N Animation = NBPwrPlant_A6N.NBPwrPlant_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPwrPlant_A6S Animation = NBPwrPlant_A6S.NBPwrPlant_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPwrPlant_A6SN Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPwrPlant_A6 Animation = NBPwrPlant_A6.NBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPwrPlant_A6N Animation = NBPwrPlant_A6N.NBPwrPlant_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPwrPlant_A6S Animation = NBPwrPlant_A6S.NBPwrPlant_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPwrPlant_A6SN Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A5 Animation = NBPwrPlant_A5.NBPwrPlant_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A5N Animation = NBPwrPlant_A5N.NBPwrPlant_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A5S Animation = NBPwrPlant_A5S.NBPwrPlant_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A5SN Animation = NBPwrPlant_A5SN.NBPwrPlant_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPwrPlant_AB Animation = NBPwrPlant_AB.NBPwrPlant_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPwrPlant_ABN Animation = NBPwrPlant_ABN.NBPwrPlant_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPwrPlant_ABS Animation = NBPwrPlant_ABS.NBPwrPlant_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPwrPlant_ABSN Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPwrPlant_AB Animation = NBPwrPlant_AB.NBPwrPlant_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPwrPlant_ABN Animation = NBPwrPlant_ABN.NBPwrPlant_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPwrPlant_ABS Animation = NBPwrPlant_ABS.NBPwrPlant_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPwrPlant_ABSN Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:Nuke_NuclearReactor Side = ChinaNukeGeneral EditorSorting = STRUCTURE BuildCost = 1200 BuildTime = 10.0 ; in seconds EnergyProduction = 18 EnergyBonus = 9 ; for the overcharge bonus VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = ChinaPowerPlantCommandSet ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = NuclearReactorSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_05 MaxHealth = 1500.0 InitialHealth = 1500.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = OverchargeBehavior ModuleTag_06 HealthPercentToDrainPerSecond = 3% ;% of max health to drain per second NotAllowedWhenHealthBelowPercent = 0% ;When currHealth below this, it turns off automatically End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_SmallStructureDebris End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 DeathWeapon = ChinaPowerPlantDeathWeapon StartsActive = Yes End Behavior = ProductionUpdate ModuleTag_10 ; nothing, but is required if we have any Object-level Upgrades! End Behavior = PowerPlantUpdate ModuleTag_11 RodsExtendTime = 1 End Behavior = GenerateMinefieldBehavior ModuleTag_12 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_15 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Behavior = FXListDie ModuleTag_16 DeathFX = FX_BuildingDie End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaPowerPlantCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 27.0 GeometryMinorRadius = 34.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object Nuke_ChinaSupplyCenter ; *** ART Parameters *** SelectPortrait = SNSupplyCenter_L ButtonImage = SNSupplyCenter Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;day ConditionState = NONE Model = NBSupCent ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP End ConditionState = DAMAGED Model = NBSupCent_D ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = NBSupCent_E ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP End ConditionState = SNOW Model = NBSupCent_S ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBSupCent_DS ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBSupCent_ES ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP End ConditionState = SNOW NIGHT Model = NBSupCent_NS ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT Model = NBSupCent_DNS ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT Model = NBSupCent_ENS ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP End ConditionState = NIGHT Model = NBSupCent_N ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP End ConditionState = NIGHT DAMAGED Model = NBSupCent_DN ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP End ConditionState = NIGHT REALLYDAMAGED RUBBLE Model = NBSupCent_EN ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBSupCent_D ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBSupCent_E ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBSupCent_N ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBSupCent_DN ;Animation = NBSupCent_DN.NBSupCent_DN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBSupCent_EN ;Animation = NBSupCent_EN.NBSupCent_EN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBSupCent_S ;Animation = NBSupCent_S.NBSupCent_S ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBSupCent_DS ;Animation = NBSupCent_DS.NBSupCent_DS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBSupCent_ES ;Animation = NBSupCent_ES.NBSupCent_ES ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBSupCent_NS ;Animation = NBSupCent_NS.NBSupCent_NS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBSupCent_DNS ;Animation = NBSupCent_DNS.NBSupCent_DNS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBSupCent_ENS ;Animation = NBSupCent_ENS.NBSupCent_ENS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5 Animation = NBSupCent_A5.NBSupCent_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5N Animation = NBSupCent_A5N.NBSupCent_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5S Animation = NBSupCent_A5S.NBSupCent_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5SN Animation = NBSupCent_A5SN.NBSupCent_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_AB Animation = NBSupCent_AB.NBSupCent_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_ABN Animation = NBSupCent_ABN.NBSupCent_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_ABS Animation = NBSupCent_ABS.NBSupCent_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_ABSN Animation = NBSupCent_ABSN.NBSupCent_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_AB Animation = NBSupCent_AB.NBSupCent_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_ABN Animation = NBSupCent_ABN.NBSupCent_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_ABS Animation = NBSupCent_ABS.NBSupCent_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_ABSN Animation = NBSupCent_ABSN.NBSupCent_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyCenter Side = ChinaNukeGeneral EditorSorting = STRUCTURE Prerequisites Object = Nuke_ChinaPowerPlant End BuildCost = 1500 RefundValue = 450 ; With nothing (or zero) listed, we sell for half price. BuildTime = 10.0 ; in seconds EnergyProduction = -1 CommandSet = Nuke_ChinaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = SupplyCenterChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER Body = StructureBody ModuleTag_05 MaxHealth = 2000.0 InitialHealth = 2000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = SupplyCenterCreate ModuleTag_06 ;nothing End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_SmallStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_10 ; nothing End Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 52.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = SpawnBehavior ModuleTag_12 SpawnNumber = 1 SpawnReplaceDelay = 9999 SpawnTemplateName = Nuke_ChinaVehicleSupplyTruck OneShot = Yes CanReclaimOrphans = No SlavesHaveFreeWill = Yes End Behavior = SupplyCenterDockUpdate ModuleTag_13 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach End Behavior = GenerateMinefieldBehavior ModuleTag_14 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_17 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = Nuke_ChinaSupplyCenterCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 52.0 GeometryMinorRadius = 47.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object Nuke_ChinaBarracks ; *** ART Parameters *** SelectPortrait = SNBarracks_L ButtonImage = SNBarracks Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = NBBarracks ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks.NBBarracks AnimationMode = LOOP End ConditionState = DAMAGED Model = NBBarracks_D ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_D.NBBarracks_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = NBBarracks_E ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_E.NBBarracks_E AnimationMode = LOOP End ; day SNOW ConditionState = SNOW Model = NBBarracks_S ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_S.NBBarracks_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBBarracks_DS ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_DS.NBBarracks_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBBarracks_ES ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_ES.NBBarracks_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = NBBarracks_N ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_N.NBBarracks_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = NBBarracks_DN ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_DN.NBBarracks_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBBarracks_EN ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_EN.NBBarracks_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = NBBarracks_NS ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_NS.NBBarracks_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = NBBarracks_DNS ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_DNS.NBBarracks_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBBarracks_ENS ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_ENS.NBBarracks_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks Animation = NBBarracks.NBBarracks AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBBarracks_D Animation = NBBarracks_D.NBBarracks_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBBarracks_E Animation = NBBarracks_E.NBBarracks_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBBarracks_N Animation = NBBarracks_N.NBBarracks_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBBarracks_DN Animation = NBBarracks_DN.NBBarracks_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBBarracks_EN Animation = NBBarracks_EN.NBBarracks_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBBarracks_S Animation = NBBarracks_S.NBBarracks_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBBarracks_DS Animation = NBBarracks_DS.NBBarracks_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBBarracks_ES Animation = NBBarracks_ES.NBBarracks_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBBarracks_NS Animation = NBBarracks_NS.NBBarracks_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBBarracks_DNS Animation = NBBarracks_DNS.NBBarracks_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBBarracks_ENS Animation = NBBarracks_ENS.NBBarracks_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A4 Animation = NBBarracks_A4.NBBarracks_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A4N Animation = NBBarracks_A4N.NBBarracks_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A4S Animation = NBBarracks_A4S.NBBarracks_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A4SN Animation = NBBarracks_A4SN.NBBarracks_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBarracks_A4 Animation = NBBarracks_A4.NBBarracks_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBarracks_A4N Animation = NBBarracks_A4N.NBBarracks_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBarracks_A4S Animation = NBBarracks_A4S.NBBarracks_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBarracks_A4SN Animation = NBBarracks_A4SN.NBBarracks_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBarracks_A4 Animation = NBBarracks_A4.NBBarracks_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBarracks_A4N Animation = NBBarracks_A4N.NBBarracks_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBarracks_A4S Animation = NBBarracks_A4S.NBBarracks_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBarracks_A4SN Animation = NBBarracks_A4SN.NBBarracks_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBBarracks_A6 Animation = NBBarracks_A6.NBBarracks_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBBarracks_A6N Animation = NBBarracks_A6N.NBBarracks_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBBarracks_A6S Animation = NBBarracks_A6S.NBBarracks_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBBarracks_A6SN Animation = NBBarracks_A6SN.NBBarracks_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBarracks_A6 Animation = NBBarracks_A6.NBBarracks_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBarracks_A6N Animation = NBBarracks_A6N.NBBarracks_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBarracks_A6S Animation = NBBarracks_A6S.NBBarracks_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBarracks_A6SN Animation = NBBarracks_A6SN.NBBarracks_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBarracks_A6 Animation = NBBarracks_A6.NBBarracks_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBarracks_A6N Animation = NBBarracks_A6N.NBBarracks_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBarracks_A6S Animation = NBBarracks_A6S.NBBarracks_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBarracks_A6SN Animation = NBBarracks_A6SN.NBBarracks_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A5 Animation = NBBarracks_A5.NBBarracks_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A5N Animation = NBBarracks_A5N.NBBarracks_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A5S Animation = NBBarracks_A5S.NBBarracks_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A5SN Animation = NBBarracks_A5SN.NBBarracks_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBarracks_AB Animation = NBBarracks_AB.NBBarracks_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBarracks_ABN Animation = NBBarracks_ABN.NBBarracks_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBarracks_ABS Animation = NBBarracks_ABS.NBBarracks_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBarracks_ABSN Animation = NBBarracks_ABSN.NBBarracks_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBarracks_AB Animation = NBBarracks_AB.NBBarracks_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBarracks_ABN Animation = NBBarracks_ABN.NBBarracks_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBarracks_ABS Animation = NBBarracks_ABS.NBBarracks_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBarracks_ABSN Animation = NBBarracks_ABSN.NBBarracks_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:Barracks Side = ChinaNukeGeneral EditorSorting = STRUCTURE BuildCost = 500 BuildTime = 10.0 ; in seconds EnergyProduction = 0 CommandSet = Nuke_ChinaBarracksCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = BarracksChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS Body = StructureBody ModuleTag_05 MaxHealth = 1000.0 InitialHealth = 1000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = HealContain ModuleTag_06 ContainMax = 10 ;way bigger than the # of objects we can have TimeForFullHeal = 2000 ;(in milliseconds) AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_10 QuantityModifier = Nuke_ChinaInfantryRedguard 2 End Behavior = QueueProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: 0.0 Y: -25.0 Z:0.0 NaturalRallyPoint = X: 36.0 Y: -25.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML ExitDelay = 300 ; Mainly for the multiple produced Red Guard. Make them come out one at a time. End Behavior = GenerateMinefieldBehavior ModuleTag_12 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_15 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = Nuke_ChinaBarracksCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 44.0 GeometryHeight = 30.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object Nuke_ChinaWarFactory ; *** ART Parameters *** SelectPortrait = SNWarFact_L ButtonImage = SNWarFact ; ------------ the main factory itself ----------------- Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day DefaultConditionState Model = NBWarFact End ConditionState = DAMAGED Model = NBWarFact_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE Model = NBWarFact_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore End ConditionState = SNOW Model = NBWarFact_S End ConditionState = DAMAGED SNOW Model = NBWarFact_DS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBWarFact_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore End ; night ********************************************** ConditionState = NIGHT Model = NBWarFact_N End ConditionState = DAMAGED NIGHT Model = NBWarFact_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBWarFact_EN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore End ; night SNOW ConditionState = NIGHT SNOW Model = NBWarFact_NS End ConditionState = DAMAGED NIGHT SNOW Model = NBWarFact_DNS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBWarFact_ENS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact ;Animation = NBWarFact.NBWarFact ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBWarFact_D ;Animation = NBWarFact_D.NBWarFact_D ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBWarFact_E ;Animation = NBWarFact_E.NBWarFact_E ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBWarFact_N ;Animation = NBWarFact_N.NBWarFact_N ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBWarFact_DN ;Animation = NBWarFact_DN.NBWarFact_DN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBWarFact_EN ;Animation = NBWarFact_EN.NBWarFact_EN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBWarFact_S ;Animation = NBWarFact_S.NBWarFact_S ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBWarFact_DS ;Animation = NBWarFact_DS.NBWarFact_DS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBWarFact_ES ;Animation = NBWarFact_ES.NBWarFact_ES ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBWarFact_NS ;Animation = NBWarFact_NS.NBWarFact_NS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBWarFact_DNS ;Animation = NBWarFact_DNS.NBWarFact_DNS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBWarFact_ENS ;Animation = NBWarFact_ENS.NBWarFact_ENS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------------ the construction crane ------------ Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = None Model = NBWarFact_A1 Animation = NBWarFact_A1.NBWarFact_A1 AnimationMode = LOOP WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch End ConditionState = DAMAGED Model = NBWarFact_A1D Animation = NBWarFact_A1D.NBWarFact_A1D AnimationMode = LOOP WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch End ConditionState = REALLYDAMAGED RUBBLE Model = NBWarFact_A1E Animation = NBWarFact_A1E.NBWarFact_A1E AnimationMode = LOOP WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch End ConditionState = ACTIVELY_CONSTRUCTING Model = NBWarFact_A2 Animation = NBWarFact_A2.NBWarFact_A2 AnimationMode = ONCE TransitionKey = TransitionFinishBeforeSwitch End ConditionState = ACTIVELY_CONSTRUCTING DAMAGED Model = NBWarFact_A2D Animation = NBWarFact_A2D.NBWarFact_A2D AnimationMode = ONCE TransitionKey = TransitionFinishBeforeSwitch End ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE Model = NBWarFact_A2E Animation = NBWarFact_A2E.NBWarFact_A2E AnimationMode = ONCE TransitionKey = TransitionFinishBeforeSwitch End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A1 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = SOLD DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A4 Animation = NBWarFact_A4.NBWarFact_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A4N Animation = NBWarFact_A4N.NBWarFact_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A4S Animation = NBWarFact_A4S.NBWarFact_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A4SN Animation = NBWarFact_A4SN.NBWarFact_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire End TransitionState = DOWN_DEFAULT UP_DAY Model = NBWarFact_A4 Animation = NBWarFact_A4.NBWarFact_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBWarFact_A4N Animation = NBWarFact_A4N.NBWarFact_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBWarFact_A4S Animation = NBWarFact_A4S.NBWarFact_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBWarFact_A4SN Animation = NBWarFact_A4SN.NBWarFact_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBWarFact_A4 Animation = NBWarFact_A4.NBWarFact_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBWarFact_A4N Animation = NBWarFact_A4N.NBWarFact_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBWarFact_A4S Animation = NBWarFact_A4S.NBWarFact_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBWarFact_A4SN Animation = NBWarFact_A4SN.NBWarFact_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBWarFact_A6 Animation = NBWarFact_A6.NBWarFact_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBWarFact_A6N Animation = NBWarFact_A6N.NBWarFact_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBWarFact_A6S Animation = NBWarFact_A6S.NBWarFact_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBWarFact_A6SN Animation = NBWarFact_A6SN.NBWarFact_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBWarFact_A6 Animation = NBWarFact_A6.NBWarFact_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBWarFact_A6N Animation = NBWarFact_A6N.NBWarFact_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBWarFact_A6S Animation = NBWarFact_A6S.NBWarFact_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBWarFact_A6SN Animation = NBWarFact_A6SN.NBWarFact_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBWarFact_A6 Animation = NBWarFact_A6.NBWarFact_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBWarFact_A6N Animation = NBWarFact_A6N.NBWarFact_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBWarFact_A6S Animation = NBWarFact_A6S.NBWarFact_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBWarFact_A6SN Animation = NBWarFact_A6SN.NBWarFact_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------------ the construction conveyor belt ------------ Draw = W3DModelDraw ModuleTag_05 OkToChangeModelColor = Yes DefaultConditionState Model = NBWarFact_A7 Animation = NBWarFact_A7.NBWarFact_A7 AnimationMode = LOOP ; Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = ACTIVELY_CONSTRUCTING Model = NBWarFact_A7 Animation = NBWarFact_A7.NBWarFact_A7 AnimationMode = LOOP ; Flags = START_FRAME_FIRST End AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING AliasConditionState = SNOW ACTIVELY_CONSTRUCTING AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A7 Animation = NBWarFact_A7.NBWarFact_A7 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_06 DefaultConditionState Model = NBWarFact_A8 Animation = NBWarFact_A8.NBWarFact_A8 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = NBWarFact_A8D Animation = NBWarFact_A8D.NBWarFact_A8D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = NBWarFact_A8E Animation = NBWarFact_A8E.NBWarFact_A8E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = NBWarFact_A8 Animation = NBWarFact_A8.NBWarFact_A8 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = NBWarFact_A8D Animation = NBWarFact_A8D.NBWarFact_A8D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = NBWarFact_A8E Animation = NBWarFact_A8E.NBWarFact_A8E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = NBWarFact_A8 Animation = NBWarFact_A8.NBWarFact_A8 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = NBWarFact_A8D Animation = NBWarFact_A8D.NBWarFact_A8D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = NBWarFact_A8E Animation = NBWarFact_A8E.NBWarFact_A8E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = NBWarFact_A8 Animation = NBWarFact_A8.NBWarFact_A8 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = NBWarFact_A8D Animation = NBWarFact_A8D.NBWarFact_A8D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = NBWarFact_A8E Animation = NBWarFact_A8E.NBWarFact_A8E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBWarFact_A8D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBWarFact_A8E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A5 Animation = NBWarFact_A5.NBWarFact_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A5N Animation = NBWarFact_A5N.NBWarFact_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A5S Animation = NBWarFact_A5S.NBWarFact_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A5SN Animation = NBWarFact_A5SN.NBWarFact_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBWarFact_AB Animation = NBWarFact_AB.NBWarFact_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBWarFact_ABN Animation = NBWarFact_ABN.NBWarFact_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBWarFact_ABS Animation = NBWarFact_ABS.NBWarFact_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBWarFact_ABSN Animation = NBWarFact_ABSN.NBWarFact_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBWarFact_AB Animation = NBWarFact_AB.NBWarFact_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBWarFact_ABN Animation = NBWarFact_ABN.NBWarFact_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBWarFact_ABS Animation = NBWarFact_ABS.NBWarFact_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBWarFact_ABSN Animation = NBWarFact_ABSN.NBWarFact_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:WarFactory Side = ChinaNukeGeneral EditorSorting = STRUCTURE Prerequisites Object = Nuke_ChinaSupplyCenter End BuildCost = 2000 BuildTime = 15.0 ; in seconds EnergyProduction = -1 CommandSet = Nuke_ChinaWarFactoryCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = WarFactoryChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY Body = StructureBody ModuleTag_08 MaxHealth = 2000.0 InitialHealth = 2000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = DestroyDie ModuleTag_09 ;nothing End Behavior = CreateObjectDie ModuleTag_10 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_11 DeathFX = FX_StructureMediumDeath End Behavior = ProductionUpdate ModuleTag_12 NumDoorAnimations = 1 DoorOpeningTime = 4000 ;in mSeconds DoorWaitOpenTime = 2000 ;in mSeconds DoorCloseTime = 5000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_13 UnitCreatePoint = X: 0.0 Y:-27.0 Z:0.0 NaturalRallyPoint = X: 57.0 Y:-27.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_14 TimeForFullHeal = 5000 ;(in milliseconds) NumberApproachPositions = 5 End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GenerateMinefieldBehavior ModuleTag_22 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = TransitionDamageFX ModuleTag_23 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = Nuke_ChinaWarFactoryCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 57.0 GeometryMinorRadius = 61.0 GeometryHeight = 30.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object Nuke_ChinaBunker ; *** ART Parameters *** SelectPortrait = SNBunker_L ButtonImage = SNBunker Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;day ConditionState = NONE Model = NBBunker End ConditionState = DAMAGED Model = NBBunker_D ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE Model = NBBunker_E ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ConditionState = GARRISONED Model = NBBunker_G End ConditionState = DAMAGED GARRISONED Model = NBBunker_DG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE GARRISONED Model = NBBunker_EG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ConditionState = SNOW Model = NBBunker_S End ConditionState = DAMAGED SNOW Model = NBBunker_DS ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBBunker_ES ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ConditionState = SNOW GARRISONED Model = NBBunker_SG End ConditionState = DAMAGED SNOW GARRISONED Model = NBBunker_DSG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED Model = NBBunker_ESG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ;night ConditionState = NIGHT Model = NBBunker_N End ConditionState = DAMAGED NIGHT Model = NBBunker_DN ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBBunker_EN ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ;night ConditionState = NIGHT GARRISONED Model = NBBunker_NG End ConditionState = DAMAGED NIGHT GARRISONED Model = NBBunker_DNG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED Model = NBBunker_ENG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ;night snow ConditionState = NIGHT SNOW Model = NBBunker_NS End ConditionState = DAMAGED NIGHT SNOW Model = NBBunker_DNS ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBBunker_ENS ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ;night snow ConditionState = NIGHT SNOW GARRISONED Model = NBBunker_NSG End ConditionState = DAMAGED NIGHT SNOW GARRISONED Model = NBBunker_DNSG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED Model = NBBunker_ENSG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBunker ;Animation = NBBunker.NBBunker ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBBunker_D ;Animation = NBBunker_D.NBBunker_D ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBBunker_E ;Animation = NBBunker_E.NBBunker_E ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBBunker_N ;Animation = NBBunker_N.NBBunker_N ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBBunker_DN ;Animation = NBBunker_DN.NBBunker_DN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBBunker_EN ;Animation = NBBunker_EN.NBBunker_EN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBBunker_S ;Animation = NBBunker_S.NBBunker_S ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBBunker_DS ;Animation = NBBunker_DS.NBBunker_DS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBBunker_ES ;Animation = NBBunker_ES.NBBunker_ES ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBBunker_NS ;Animation = NBBunker_NS.NBBunker_NS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBBunker_DNS ;Animation = NBBunker_DNS.NBBunker_DNS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBBunker_ENS ; Animation = NBBunker_ENS.NBBunker_ENS ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD GARRISONED AliasConditionState = SOLD DAMAGED GARRISONED AliasConditionState = SOLD REALLYDAMAGED GARRISONED AliasConditionState = SOLD NIGHT GARRISONED AliasConditionState = SOLD NIGHT DAMAGED GARRISONED AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED AliasConditionState = SOLD SNOW GARRISONED AliasConditionState = SOLD SNOW DAMAGED GARRISONED AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED AliasConditionState = SOLD NIGHT SNOW GARRISONED AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A4 Animation = NBBunker_A4.NBBunker_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A4N Animation = NBBunker_A4N.NBBunker_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A4S Animation = NBBunker_A4S.NBBunker_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A4SN Animation = NBBunker_A4SN.NBBunker_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBunker_A4 Animation = NBBunker_A4.NBBunker_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBunker_A4N Animation = NBBunker_A4N.NBBunker_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBunker_A4S Animation = NBBunker_A4S.NBBunker_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBunker_A4SN Animation = NBBunker_A4SN.NBBunker_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBunker_A4 Animation = NBBunker_A4.NBBunker_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBunker_A4N Animation = NBBunker_A4N.NBBunker_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBunker_A4S Animation = NBBunker_A4S.NBBunker_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBunker_A4SN Animation = NBBunker_A4SN.NBBunker_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBBunker_A6 Animation = NBBunker_A6.NBBunker_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBBunker_A6N Animation = NBBunker_A6N.NBBunker_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBBunker_A6S Animation = NBBunker_A6S.NBBunker_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBBunker_A6SN Animation = NBBunker_A6SN.NBBunker_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBunker_A6 Animation = NBBunker_A6.NBBunker_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBunker_A6N Animation = NBBunker_A6N.NBBunker_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBunker_A6S Animation = NBBunker_A6S.NBBunker_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBunker_A6SN Animation = NBBunker_A6SN.NBBunker_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBunker_A6 Animation = NBBunker_A6.NBBunker_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBunker_A6N Animation = NBBunker_A6N.NBBunker_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBunker_A6S Animation = NBBunker_A6S.NBBunker_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBunker_A6SN Animation = NBBunker_A6SN.NBBunker_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A5 Animation = NBBunker_A5.NBBunker_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A5N Animation = NBBunker_A5N.NBBunker_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A5S Animation = NBBunker_A5S.NBBunker_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A5SN Animation = NBBunker_A5SN.NBBunker_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBunker_AB Animation = NBBunker_AB.NBBunker_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBunker_ABN Animation = NBBunker_ABN.NBBunker_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBunker_ABS Animation = NBBunker_ABS.NBBunker_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBunker_ABSN Animation = NBBunker_ABSN.NBBunker_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBunker_AB Animation = NBBunker_AB.NBBunker_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBunker_ABN Animation = NBBunker_ABN.NBBunker_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBunker_ABS Animation = NBBunker_ABS.NBBunker_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBunker_ABSN Animation = NBBunker_ABSN.NBBunker_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker Side = ChinaNukeGeneral EditorSorting = STRUCTURE Prerequisites Object = Nuke_ChinaBarracks End BuildCost = 400 BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = Nuke_ChinaBunkerCommandSet ; *** AUDIO Parameters *** VoiceSelect = BunkerSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE Body = StructureBody ModuleTag_05 MaxHealth = 1000.0 InitialHealth = 1000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End ; Behavior = FXListDie ModuleTag_07 ; DeathFX = FX_SmallStructureDeath ; End ExperienceValue = 20 20 20 20 ; Experience point value at each level Behavior = GarrisonContain ModuleTag_08 ContainMax = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = Yes End Behavior = GenerateMinefieldBehavior ModuleTag_09 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = ProductionUpdate ModuleTag_10 ; nothing, but is required if we have any Object-level Upgrades! End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureSmallDeath End Behavior = DestroyDie ModuleTag_06 ;nothing End Behavior = TransitionDamageFX ModuleTag_15 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = Nuke_ChinaBunkerCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 16.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object Nuke_ChinaPropagandaCenter ; *** ART Parameters *** SelectPortrait = SNPropCentr_L ButtonImage = SNPropCentr Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;day ConditionState = NONE Model = NBPCenter Animation = NBPCenter.NBPCenter AnimationMode = LOOP End ConditionState = DAMAGED Model = NBPCenter_D Animation = NBPCenter_D.NBPCenter_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = NBPCenter_E Animation = NBPCenter_E.NBPCenter_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Spark01 End ;night ConditionState = NIGHT Model = NBPCenter_N Animation = NBPCenter_N.NBPCenter_N AnimationMode = LOOP End ;damaged ConditionState = DAMAGED NIGHT Model = NBPCenter_DN Animation = NBPCenter_DN.NBPCenter_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ;reallydamaged ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBPCenter_EN Animation = NBPCenter_EN.NBPCenter_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Spark01 End ConditionState = SNOW Model = NBPCenter_S Animation = NBPCenter_S.NBPCenter_S AnimationMode = LOOP End ;damaged ConditionState = DAMAGED SNOW Model = NBPCenter_DS Animation = NBPCenter_DS.NBPCenter_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ;reallydamaged ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBPCenter_ES Animation = NBPCenter_ES.NBPCenter_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Spark01 End ;night ConditionState = NIGHT SNOW Model = NBPCenter_NS Animation = NBPCenter_NS.NBPCenter_NS AnimationMode = LOOP End ;damaged ConditionState = DAMAGED NIGHT SNOW Model = NBPCenter_DNS Animation = NBPCenter_DNS.NBPCenter_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ;reallydamaged ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBPCenter_ENS Animation = NBPCenter_ENS.NBPCenter_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Spark01 End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter Animation = NBPCenter.NBPCenter AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBPCenter_D Animation = NBPCenter_D.NBPCenter_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBPCenter_E Animation = NBPCenter_E.NBPCenter_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBPCenter_N Animation = NBPCenter_N.NBPCenter_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBPCenter_DN Animation = NBPCenter_DN.NBPCenter_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBPCenter_EN Animation = NBPCenter_EN.NBPCenter_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBPCenter_S Animation = NBPCenter_S.NBPCenter_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBPCenter_DS Animation = NBPCenter_DS.NBPCenter_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBPCenter_ES Animation = NBPCenter_ES.NBPCenter_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBPCenter_NS Animation = NBPCenter_NS.NBPCenter_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBPCenter_DNS Animation = NBPCenter_DNS.NBPCenter_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBPCenter_ENS Animation = NBPCenter_ENS.NBPCenter_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = NBPCenter_A1 Animation = NBPCenter_A1.NBPCenter_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED AliasConditionState = SNOW REALLYDAMAGED AliasConditionState = NIGHT SNOW REALLYDAMAGED ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED RUBBLE AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED RUBBLE AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A1 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED ; ConditionState = DAMAGED ; Model = NBPCenter_A1D ; Animation = NBPCenter_A1D.NBPCenter_A1D ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ; End ; ConditionState = REALLYDAMAGED RUBBLE ; Model = NBPCenter_A1E ; Animation = NBPCenter_A1E.NBPCenter_A1E ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ; End ConditionState = DOOR_1_OPENING Model = NBPCenter_A1 Animation = NBPCenter_A1.NBPCenter_A1 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_OPENING AliasConditionState = SNOW REALLYDAMAGED DOOR_1_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_OPENING ; ConditionState = DOOR_1_OPENING DAMAGED ; Model = NBPCenter_A1D ; Animation = NBPCenter_A1D.NBPCenter_A1D ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST ; End ; ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE ; Model = NBPCenter_A1E ; Animation = NBPCenter_A1E.NBPCenter_A1E ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST ; End ConditionState = DOOR_1_CLOSING Model = NBPCenter_A1 Animation = NBPCenter_A1.NBPCenter_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_CLOSING AliasConditionState = SNOW REALLYDAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_CLOSING ; ConditionState = DOOR_1_CLOSING DAMAGED ; Model = NBPCenter_A1D ; Animation = NBPCenter_A1D.NBPCenter_A1D ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST ; End ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE ; Model = NBPCenter_A1E ; Animation = NBPCenter_A1E.NBPCenter_A1E ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST ; End ConditionState = DOOR_1_WAITING_OPEN Model = NBPCenter_A1 Animation = NBPCenter_A1.NBPCenter_A1 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN ; ConditionState = DOOR_1_WAITING_OPEN DAMAGED ; Model = NBPCenter_A1D ; Animation = NBPCenter_A1D.NBPCenter_A1D ; AnimationMode = MANUAL ; Flags = START_FRAME_LAST ; End ; ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ; Model = NBPCenter_A1E ; Animation = NBPCenter_A1E.NBPCenter_A1E ; AnimationMode = MANUAL ; Flags = START_FRAME_LAST ; End End ; -------- spreading propaganda flashing lights ---------- Draw = W3DModelDraw ModuleTag_03 DefaultConditionState Model = None End ConditionState = SOLD Model = NONE End ConditionState = SOLD SNOW Model = NONE End ConditionState = SOLD NIGHT Model = NONE End ConditionState = SOLD NIGHT SNOW Model = NONE End ConditionState = CONSTRUCTION_COMPLETE Model = NBPCenter_A2 Animation = NBPCenter_A2.NBPCenter_A2 AnimationMode = LOOP Flags = START_FRAME_FIRST End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A4 Animation = NBPCenter_A4.NBPCenter_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A4N Animation = NBPCenter_A4N.NBPCenter_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A4S Animation = NBPCenter_A4S.NBPCenter_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A4SN Animation = NBPCenter_A4SN.NBPCenter_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPCenter_A4 Animation = NBPCenter_A4.NBPCenter_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPCenter_A4N Animation = NBPCenter_A4N.NBPCenter_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPCenter_A4S Animation = NBPCenter_A4S.NBPCenter_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPCenter_A4SN Animation = NBPCenter_A4SN.NBPCenter_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPCenter_A4 Animation = NBPCenter_A4.NBPCenter_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPCenter_A4N Animation = NBPCenter_A4N.NBPCenter_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPCenter_A4S Animation = NBPCenter_A4S.NBPCenter_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPCenter_A4SN Animation = NBPCenter_A4SN.NBPCenter_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBPCenter_A6 Animation = NBPCenter_A6.NBPCenter_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBPCenter_A6N Animation = NBPCenter_A6N.NBPCenter_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBPCenter_A6S Animation = NBPCenter_A6S.NBPCenter_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBPCenter_A6SN Animation = NBPCenter_A6SN.NBPCenter_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPCenter_A6 Animation = NBPCenter_A6.NBPCenter_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPCenter_A6N Animation = NBPCenter_A6N.NBPCenter_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPCenter_A6S Animation = NBPCenter_A6S.NBPCenter_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPCenter_A6SN Animation = NBPCenter_A6SN.NBPCenter_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPCenter_A6 Animation = NBPCenter_A6.NBPCenter_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPCenter_A6N Animation = NBPCenter_A6N.NBPCenter_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPCenter_A6S Animation = NBPCenter_A6S.NBPCenter_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPCenter_A6SN Animation = NBPCenter_A6SN.NBPCenter_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_06 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A5 Animation = NBPCenter_A5.NBPCenter_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A5N Animation = NBPCenter_A5N.NBPCenter_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A5S Animation = NBPCenter_A5S.NBPCenter_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A5SN Animation = NBPCenter_A5SN.NBPCenter_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPCenter_AB Animation = NBPCenter_AB.NBPCenter_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPCenter_ABN Animation = NBPCenter_ABN.NBPCenter_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPCenter_ABS Animation = NBPCenter_ABS.NBPCenter_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPCenter_ABSN Animation = NBPCenter_ABSN.NBPCenter_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPCenter_AB Animation = NBPCenter_AB.NBPCenter_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPCenter_ABN Animation = NBPCenter_ABN.NBPCenter_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPCenter_ABS Animation = NBPCenter_ABS.NBPCenter_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPCenter_ABSN Animation = NBPCenter_ABSN.NBPCenter_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:PropagandaCenter Side = ChinaNukeGeneral EditorSorting = STRUCTURE Prerequisites Object = Nuke_ChinaWarFactory End BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = -2 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = Nuke_ChinaPropagandaCenterCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = PropagandaCenterSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH Body = StructureBody ModuleTag_07 MaxHealth = 1000.0 InitialHealth = 1000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ProductionUpdate ModuleTag_10 ; End Behavior = DestroyDie ModuleTag_12 ; End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureMediumDeath End Behavior = GenerateMinefieldBehavior ModuleTag_15 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_17 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_18 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = Nuke_ChinaPropagandaCenterCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 57.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object Nuke_ChinaGattlingCannon ; *** ART Parameters *** SelectPortrait = SNGatTower_L ButtonImage = SNGatTower UpgradeCameo1 = Upgrade_ChinaChainGuns Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;--------------------- IDLE -------------------------------------------------- ;------------------------------------------------------------------------------- ; DAY DefaultConditionState Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = DAMAGED Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium End ConditionState = REALLYDAMAGED RUBBLE Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ; NIGHT --------------------------------------------------------------- ConditionState = NIGHT Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = DAMAGED NIGHT Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ;SNOW --------------------------------------------------------------- ConditionState = SNOW Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = DAMAGED SNOW Model = NBGattling_DS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ; NIGHT SNOW --------------------------------------------------------------- ConditionState = NIGHT SNOW Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = DAMAGED NIGHT SNOW Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ;---------------- ATTACKING ---------------------------------- ;------------------------------------------------------------- ; DAY ConditionState = ATTACKING Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING DAMAGED Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING REALLYDAMAGED Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ;NIGHT --------------------------------------------------------------- ConditionState = ATTACKING NIGHT Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING DAMAGED NIGHT Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING REALLYDAMAGED NIGHT Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ;SNOW --------------------------------------------------------------- ConditionState = ATTACKING SNOW Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING DAMAGED SNOW Model = NBGattling_DS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING REALLYDAMAGED SNOW Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ;SNOW NIGHT --------------------------------------------------------------- ConditionState = ATTACKING NIGHT SNOW Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING DAMAGED SNOW NIGHT Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING REALLYDAMAGED NIGHT SNOW Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ;---------------- CONTINUOUS_FIRE_SLOW ----------------------- ;------------------------------------------------------------- ; DAY ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ;NIGHT --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ;SNOW --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_SLOW SNOW ATTACKING Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING Model = NBGattling_DS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ;SNOW NIGHT --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ;------------- CONTINUOUS_FIRE_MEAN ------------------------ ;----------------------------------------------------------- ;DAY ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ;NIGHT --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ;SNOW --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_MEAN SNOW ATTACKING Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING Model = NBGattling_DS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ;NIGHT SNOW --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ;------------- CONTINUOUS_FIRE_FAST ------------------------ ;DAY ConditionState = CONTINUOUS_FIRE_FAST ATTACKING Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ;NIGHT --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_FAST NIGHT ATTACKING Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ;SNOW --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_FAST SNOW ATTACKING Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End ;NIGHT SNOW --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBGattling_DS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBGattling_A4 Animation = NBGattling_A4.NBGattling_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBGattling_A4N Animation = NBGattling_A4N.NBGattling_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBGattling_A4S Animation = NBGattling_A4S.NBGattling_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBGattling_A4SN Animation = NBGattling_A4SN.NBGattling_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBGattling_A4 Animation = NBGattling_A4.NBGattling_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBGattling_A4N Animation = NBGattling_A4N.NBGattling_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBGattling_A4S Animation = NBGattling_A4S.NBGattling_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBGattling_A4SN Animation = NBGattling_A4SN.NBGattling_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBGattling_A4 Animation = NBGattling_A4.NBGattling_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBGattling_A4N Animation = NBGattling_A4N.NBGattling_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBGattling_A4S Animation = NBGattling_A4S.NBGattling_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBGattling_A4SN Animation = NBGattling_A4SN.NBGattling_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBGattling_A6 Animation = NBGattling_A6.NBGattling_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBGattling_A6N Animation = NBGattling_A6N.NBGattling_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBGattling_A6S Animation = NBGattling_A6S.NBGattling_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBGattling_A6SN Animation = NBGattling_A6SN.NBGattling_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBGattling_A6 Animation = NBGattling_A6.NBGattling_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBGattling_A6N Animation = NBGattling_A6N.NBGattling_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBGattling_A6S Animation = NBGattling_A6S.NBGattling_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBGattling_A6SN Animation = NBGattling_A6SN.NBGattling_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBGattling_A6 Animation = NBGattling_A6.NBGattling_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBGattling_A6N Animation = NBGattling_A6N.NBGattling_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBGattling_A6S Animation = NBGattling_A6S.NBGattling_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBGattling_A6SN Animation = NBGattling_A6SN.NBGattling_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:GattlingCannon Side = ChinaNukeGeneral EditorSorting = STRUCTURE Prerequisites Object = Nuke_ChinaPowerPlant End BuildCost = 1200 BuildTime = 25.0 ; in seconds EnergyProduction = -3 ExperienceValue = 200 200 200 200 ; Experience point value at each level WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT Weapon = SECONDARY GattlingBuildingGunAir AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End VisionRange = 360.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 360 ArmorSet Conditions = None Armor = BaseDefenseArmor DamageFX = StructureDamageFXNoShake End CommandSet = ChinaGattlingCannonCommandSet ;Behavior = AIUpdateInterface ModuleTag_20 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS ; MoodAttackCheckRate = 250 ;End ; *** AUDIO Parameters *** VoiceSelect = GattlingCannonSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop VoiceRapidFire = NoSound End UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE Body = StructureBody ModuleTag_05 MaxHealth = 1000.0 InitialHealth = 1000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 200 ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = GenerateMinefieldBehavior ModuleTag_04 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = AIUpdateInterface ModuleTag_06 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes FiresWhileTurning = Yes NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon MoodAttackCheckRate = 250 End Behavior = ProductionUpdate ModuleTag_07 ; nothing, but is required if we have any Object-level Upgrades! End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureTinyDeath End Behavior = ProductionUpdate ModuleTag_10 ; nothing End Behavior = CreateObjectDie ModuleTag_11 CreationList = OCL_LargeStructureDebris End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Behavior = WeaponBonusUpgrade ModuleTag_15 TriggeredBy = Upgrade_ChinaChainGuns End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaGattlingCannonCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object Nuke_ChinaInternetCenter ; *** ART Parameters *** ; ------------ the main building itself ----------------- SelectPortrait = SNIntCnt_L ButtonImage = SNIntCnt Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************ DefaultConditionState Model = NBINTCNT Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2 Animation = NBINTCNT_A2.NBINTCNT_A2 AnimationMode = ONCE End ConditionState = USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2F Animation = NBINTCNT_A2F.NBINTCNT_A2F AnimationMode = ONCE End ConditionState = DAMAGED Model = NBINTCNT_D End ConditionState = DAMAGED USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2D Animation = NBINTCNT_A2D.NBINTCNT_A2D AnimationMode = ONCE End ConditionState = DAMAGED USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FD Animation = NBINTCNT_A2FD.NBINTCNT_A2FD AnimationMode = ONCE End ConditionState = REALLYDAMAGED Model = NBINTCNT_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge End AliasConditionState = RUBBLE ConditionState = REALLYDAMAGED USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2E Animation = NBINTCNT_A2E.NBINTCNT_A2E AnimationMode = ONCE End AliasConditionState = RUBBLE USER_1 ConditionState = REALLYDAMAGED USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FE Animation = NBINTCNT_A2FE.NBINTCNT_A2FE AnimationMode = ONCE End AliasConditionState = RUBBLE USER_1 USER_2 ;NIGHT *********************************** ConditionState = NIGHT Model = NBINTCNT_N End ConditionState = NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2N Animation = NBINTCNT_A2N.NBINTCNT_A2N AnimationMode = ONCE End ConditionState = NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FN Animation = NBINTCNT_A2FN.NBINTCNT_A2FN AnimationMode = ONCE End ConditionState = DAMAGED NIGHT Model = NBINTCNT_DN End ConditionState = DAMAGED NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2DN Animation = NBINTCNT_A2DN.NBINTCNT_A2DN AnimationMode = ONCE End ConditionState = DAMAGED NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FDN Animation = NBINTCNT_A2FDN.NBINTCNT_A2FDN AnimationMode = ONCE End ConditionState = REALLYDAMAGED NIGHT Model = NBINTCNT_EN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge End AliasConditionState = RUBBLE NIGHT ConditionState = REALLYDAMAGED NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2EN Animation = NBINTCNT_A2EN.NBINTCNT_A2EN AnimationMode = ONCE End AliasConditionState = RUBBLE NIGHT USER_1 ConditionState = REALLYDAMAGED NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FEN Animation = NBINTCNT_A2FEN.NBINTCNT_A2FEN AnimationMode = ONCE End AliasConditionState = RUBBLE NIGHT USER_1 USER_2 ;SNOW ************************************* ConditionState = SNOW Model = NBINTCNT_S End ConditionState = SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2S Animation = NBINTCNT_A2S.NBINTCNT_A2S AnimationMode = ONCE End ConditionState = SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FS Animation = NBINTCNT_A2FS.NBINTCNT_A2FS AnimationMode = ONCE End ConditionState = DAMAGED SNOW Model = NBINTCNT_DS End ConditionState = DAMAGED SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2DS Animation = NBINTCNT_A2DS.NBINTCNT_A2DS AnimationMode = ONCE End ConditionState = DAMAGED SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FDS Animation = NBINTCNT_A2FDS.NBINTCNT_A2FDS AnimationMode = ONCE End ConditionState = REALLYDAMAGED SNOW Model = NBINTCNT_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge End AliasConditionState = RUBBLE SNOW ConditionState = REALLYDAMAGED SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2ES Animation = NBINTCNT_A2ES.NBINTCNT_A2ES AnimationMode = ONCE End AliasConditionState = RUBBLE SNOW USER_1 ConditionState = REALLYDAMAGED SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FES Animation = NBINTCNT_A2FES.NBINTCNT_A2FES AnimationMode = ONCE End AliasConditionState = RUBBLE SNOW USER_1 USER_2 ;NIGHT SNOW ***************************** ConditionState = NIGHT SNOW Model = NBINTCNT_NS End ConditionState = NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2NS Animation = NBINTCNT_A2NS.NBINTCNT_A2NS AnimationMode = ONCE End ConditionState = NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FNS Animation = NBINTCNT_A2FNS.NBINTCNT_A2FNS AnimationMode = ONCE End ConditionState = DAMAGED NIGHT SNOW Model = NBINTCNT_DNS End ConditionState = DAMAGED NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2DNS Animation = NBINTCNT_A2DNS.NBINTCNT_A2DNS AnimationMode = ONCE End ConditionState = DAMAGED NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FDNS Animation = NBINTCNT_A2FDNS.NBINTCNT_A2FDNS AnimationMode = ONCE End ConditionState = REALLYDAMAGED NIGHT SNOW Model = NBINTCNT_ENS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge End AliasConditionState = RUBBLE NIGHT SNOW ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2ENS Animation = NBINTCNT_A2ENS.NBINTCNT_A2ENS AnimationMode = ONCE End AliasConditionState = RUBBLE NIGHT SNOW USER_1 ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FENS Animation = NBINTCNT_A2FENS.NBINTCNT_A2FENS AnimationMode = ONCE End AliasConditionState = RUBBLE NIGHT SNOW USER_1 USER_2 ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBINTCNT Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBINTCNT_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBINTCNT_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBINTCNT_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBINTCNT_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBINTCNT_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBINTCNT_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBINTCNT_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBINTCNT_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBINTCNT_NS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBINTCNT_DNS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBINTCNT_ENS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION DAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION SNOW USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 USER_2 AliasConditionState = SOLD USER_1 USER_2 AliasConditionState = SOLD DAMAGED USER_1 USER_2 AliasConditionState = SOLD REALLYDAMAGED USER_1 USER_2 AliasConditionState = SOLD NIGHT USER_1 USER_2 AliasConditionState = SOLD NIGHT DAMAGED USER_1 USER_2 AliasConditionState = SOLD NIGHT REALLYDAMAGED USER_1 USER_2 AliasConditionState = SOLD SNOW USER_1 USER_2 AliasConditionState = SOLD SNOW DAMAGED USER_1 USER_2 AliasConditionState = SOLD SNOW REALLYDAMAGED USER_1 USER_2 AliasConditionState = SOLD NIGHT SNOW USER_1 USER_2 AliasConditionState = SOLD NIGHT SNOW DAMAGED USER_1 USER_2 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED USER_1 USER_2 ;************************************************************************************************************************** End ; ------------ Fan in back -------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = NBINTCNT_F Animation = NBINTCNT_F.NBINTCNT_F AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End End ; ------------- First Satellite ----------- Draw = W3DModelDraw ModuleTag_03 ConditionState = NONE Model = None TransitionKey = Trans_Down End AliasConditionState = SOLD AliasConditionState = AWAITING_CONSTRUCTION AliasConditionState = ACTIVELY_BEING_CONSTRUCTED AliasConditionState = AWAITING_CONSTRUCTION USER_1 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 ConditionState = DAMAGED Model = None TransitionKey = Trans_Down_Damaged End AliasConditionState = SOLD DAMAGED AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED ConditionState = REALLYDAMAGED Model = None TransitionKey = Trans_Down_Really_Damaged End AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED TransitionState = Trans_Down Trans_Up Model = NBINTCNT_AB Animation = NBINTCNT_AB.NBINTCNT_AB AnimationMode = ONCE End TransitionState = Trans_Down_Damaged Trans_Up_Damaged Model = NBINTCNT_DAB Animation = NBINTCNT_DAB.NBINTCNT_DAB AnimationMode = ONCE End TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged Model = NBINTCNT_EAB Animation = NBINTCNT_EAB.NBINTCNT_EAB AnimationMode = ONCE End ConditionState = USER_1 Model = NBINTCNT_AC Animation = NBINTCNT_AC.NBINTCNT_AC AnimationMode = LOOP TransitionKey = Trans_Up Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = USER_1 DAMAGED Model = NBINTCNT_DAC Animation = NBINTCNT_DAC.NBINTCNT_DAC AnimationMode = LOOP TransitionKey = Trans_Up_Damaged Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = USER_1 REALLYDAMAGED Model = NBINTCNT_EAC Animation = NBINTCNT_EAC.NBINTCNT_EAC AnimationMode = LOOP TransitionKey = Trans_Up_Really_Damaged Flags = MAINTAIN_FRAME_ACROSS_STATES End TransitionState = Trans_Up Trans_Down Model = NBINTCNT_AB Animation = NBINTCNT_AB.NBINTCNT_AB AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Up_Damaged Trans_Down_Damaged Model = NBINTCNT_DAB Animation = NBINTCNT_DAB.NBINTCNT_DAB AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged Model = NBINTCNT_EAB Animation = NBINTCNT_EAB.NBINTCNT_EAB AnimationMode = ONCE_BACKWARDS End End ; ------------- Second Satellite ----------- Draw = W3DModelDraw ModuleTag_04 ConditionState = NONE Model = None TransitionKey = Trans_Down End AliasConditionState = SOLD AliasConditionState = AWAITING_CONSTRUCTION AliasConditionState = ACTIVELY_BEING_CONSTRUCTED AliasConditionState = AWAITING_CONSTRUCTION USER_1 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 ConditionState = DAMAGED Model = None TransitionKey = Trans_Down_Damaged End AliasConditionState = SOLD DAMAGED AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED ConditionState = REALLYDAMAGED Model = None TransitionKey = Trans_Down_Really_Damaged End AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED TransitionState = Trans_Down Trans_Up Model = NBINTCNT_AF Animation = NBINTCNT_AF.NBINTCNT_AF AnimationMode = ONCE End TransitionState = Trans_Down_Damaged Trans_Up_Damaged Model = NBINTCNT_DAF Animation = NBINTCNT_DAF.NBINTCNT_DAF AnimationMode = ONCE End TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged Model = NBINTCNT_EAF Animation = NBINTCNT_EAF.NBINTCNT_EAF AnimationMode = ONCE End ConditionState = USER_2 Model = NBINTCNT_AG Animation = NBINTCNT_AG.NBINTCNT_AG AnimationMode = LOOP TransitionKey = Trans_Up Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = USER_2 DAMAGED Model = NBINTCNT_DAG Animation = NBINTCNT_DAG.NBINTCNT_DAG AnimationMode = LOOP TransitionKey = Trans_Up_Damaged Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = USER_2 REALLYDAMAGED Model = NBINTCNT_EAG Animation = NBINTCNT_EAG.NBINTCNT_EAG AnimationMode = LOOP TransitionKey = Trans_Up_Really_Damaged Flags = MAINTAIN_FRAME_ACROSS_STATES End TransitionState = Trans_Up Trans_Down Model = NBINTCNT_AF Animation = NBINTCNT_AF.NBINTCNT_AF AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Up_Damaged Trans_Down_Damaged Model = NBINTCNT_DAF Animation = NBINTCNT_DAF.NBINTCNT_DAF AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged Model = NBINTCNT_EAF Animation = NBINTCNT_EAF.NBINTCNT_EAF AnimationMode = ONCE_BACKWARDS End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_06 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5 Animation = NBSupCent_A5.NBSupCent_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5N Animation = NBSupCent_A5N.NBSupCent_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5S Animation = NBSupCent_A5S.NBSupCent_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5SN Animation = NBSupCent_A5SN.NBSupCent_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_AB Animation = NBSupCent_AB.NBSupCent_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_ABN Animation = NBSupCent_ABN.NBSupCent_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_ABS Animation = NBSupCent_ABS.NBSupCent_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_ABSN Animation = NBSupCent_ABSN.NBSupCent_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_AB Animation = NBSupCent_AB.NBSupCent_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_ABN Animation = NBSupCent_ABN.NBSupCent_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_ABS Animation = NBSupCent_ABS.NBSupCent_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_ABSN Animation = NBSupCent_ABSN.NBSupCent_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:InternetCenter Side = ChinaNukeGeneral EditorSorting = STRUCTURE BuildCost = 2500 BuildTime = 30.0 ; in seconds EnergyProduction = 0 CommandSet = ChinaInternetCenterCommandSetOne VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmorInternetCenter DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level Prerequisites Object = Nuke_ChinaWarFactory End ;******************************************************************************************************************* MaxSimultaneousOfType = 1 ; *** Kris: DO NOT INCREASE THIS NUMBER -- UNLESS YOU WANT TO INTRODUCE A LOT OF BUGS! *** ;******************************************************************************************************************* ; *** AUDIO Parameters *** VoiceSelect = CommandCenterChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY CAN_ATTACK FS_INTERNET_CENTER Body = StructureBody ModuleTag_08 MaxHealth = 2500.0 InitialHealth = 2500.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 2700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = InternetHackContain ModuleTag_10 ; Contain module that gives aiHackInternet command to passengers PassengersAllowedToFire = No Slots = 8 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = No ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = DestroyDie ModuleTag_12 ;nothing End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureMediumDeath End Behavior = SpyVisionUpdate ModuleTag_15 NeedsUpgrade = Yes SelfPowered = Yes ; No SpecialPower module, turns self on and off on timers (No timers means always on) SpyOnKindof = COMMANDCENTER ; Defaults to ALL TriggeredBy = Upgrade_ChinaSatelliteHackOne End Behavior = SpyVisionUpdate ModuleTag_16 NeedsUpgrade = Yes SelfPowered = Yes ; No SpecialPower module, turns self on and off on timers SelfPoweredDuration = 20000 SelfPoweredInterval = 240000 TriggeredBy = Upgrade_ChinaSatelliteHackTwo End Behavior = ArmorUpgrade ModuleTag_30 TriggeredBy = Upgrade_ChinaEMPMines End Behavior = CommandSetUpgrade ModuleTag_31 CommandSet = ChinaInternetCenterCommandSetOneUpgrade TriggeredBy = Upgrade_ChinaMines CommandSetAlt = ChinaInternetCenterCommandSetTwoUpgrade TriggerAlt = Upgrade_ChinaSatelliteHackOne End Behavior = CommandSetUpgrade ModuleTag_32 CommandSet = ChinaInternetCenterCommandSetTwo TriggeredBy = Upgrade_ChinaSatelliteHackOne CommandSetAlt = ChinaInternetCenterCommandSetTwoUpgrade TriggerAlt = Upgrade_ChinaMines End Behavior = ModelConditionUpgrade ModuleTag_18 ConditionFlag = USER_1 TriggeredBy = Upgrade_ChinaSatelliteHackOne End Behavior = ModelConditionUpgrade ModuleTag_19 ConditionFlag = USER_2 TriggeredBy = Upgrade_ChinaSatelliteHackTwo End Behavior = ProductionUpdate ModuleTag_22 End Behavior = GenerateMinefieldBehavior ModuleTag_23 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_24 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_25 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 50.0 GeometryHeight = 36.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object Nuke_ChinaTankBattleMaster ; *** ART Parameters *** SelectPortrait = SNNukeBtleMstr_L ButtonImage = SNBattlemaster UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaWGUraniumShells UpgradeCameo3 = Upgrade_ChinaFusionReactors ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVBtMstrNG Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = REALLYDAMAGED Model = NVBtMstrNG_D Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = RUBBLE Model = NVBtMstrNG_D Turret = Turret01 End TrackMarks = EXTnkTrack.tga End ; ***DESIGN parameters *** DisplayName = OBJECT:BattleMaster Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY Nuke_BattleMasterTankGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 800 BuildTime = 12.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Nuke_ChinaWarFactory End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaVehicleBattleMasterCommandSet ; *** AUDIO Parameters *** VoiceSelect = BattleMasterTankVoiceSelect VoiceMove = BattleMasterTankVoiceMove VoiceGuard = BattleMasterTankVoiceMove VoiceAttack = BattleMasterTankVoiceAttack SoundMoveStart = BattleMasterTankMoveStart SoundMoveStartDamaged = BattleMasterTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = BattleMasterTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceCrush = BattleMasterTankVoiceCrush VoiceEnter = BattleMasterTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 400.0 InitialHealth = 400.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 800 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 120 ; turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL Nuke_FusionBattleMasterLocomotor Behavior = HordeUpdate ModuleTag_04 RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = VEHICLE ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_05 Mass = 40.0 End Behavior = VeterancyGainCreate ModuleVet_01 StartingLevel = ELITE ScienceRequired = SCIENCE_BattlemasterTraining End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = Nuke_NuclearTankDeathWeapon StartsActive = Yes ; Starts active but removes when they upgrade to Fusion Reactors ConflictsWith = Upgrade_ChinaIsotopeStability End ; A crushing defeat Behavior = DestroyDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_11 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_ChinaTankBattleMasterDebris FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = TransitionDamageFX ModuleTag_13 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 9.0 GeometryHeight = 10 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaTankOverlord ; *** ART Parameters *** SelectPortrait = SNOverlord_L ButtonImage = SNOverlord UpgradeCameo1 = Upgrade_ChinaWGUraniumShells UpgradeCameo2 = Upgrade_ChinaFusionReactors UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker UpgradeCameo4 = Upgrade_ChinaOverlordGattlingCannon UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DOverlordTankDraw ModuleTag_01 ConditionState = NONE Model = NVOvrlrd Animation = NVOvrlrd.NVOvrlrd AnimationMode = LOOP Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = REALLYDAMAGED Model = NVOvrlrd_d Animation = NVOvrlrd_d.NVOvrlrd_d AnimationMode = LOOP Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = RUBBLE Model = NVOvrlrd_d Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End TrackMarks = EXTnkTrack.tga OkToChangeModelColor = Yes TreadAnimationRate = 2.0; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:Overlord Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY Nuke_OverlordTankGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Nuke_OverlordTankGun Weapon = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range ;gattling cannon upgrade has been made. End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 2000 BuildTime = 22.0 ;in seconds VisionRange = 150 ShroudClearingRange = 200 Prerequisites Object = Nuke_ChinaWarFactory Object = Nuke_ChinaPropagandaCenter End ExperienceValue = 200 200 400 600 ;Experience point value at each level ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaTankOverlordDefaultCommandSet ; *** AUDIO Parameters *** VoiceSelect = OverlordTankVoiceSelect SoundMoveStart = OverlordTankMoveStart SoundMoveStartDamaged = OverlordTankMoveStart VoiceMove = OverlordTankVoiceMove VoiceGuard = OverlordTankVoiceMove VoiceAttack = OverlordTankVoiceAttack UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = OverlordTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = OverlordTankTurretMoveLoop VoiceCrush = OverlordTankVoiceCrush VoiceEnter = OverlordTankVoiceMove VoiceUnload = OverlordTankVoiceUnload End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 1100.0 InitialHealth = 1100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL Nuke_FusionOverlordLocomotor Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = Nuke_NuclearTankDeathWeapon StartsActive = Yes ; Removes itself when player upgrades to Fusion Reactors ConflictsWith = Upgrade_ChinaIsotopeStability End Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_OverlordGattlingCannon TriggeredBy = Upgrade_ChinaOverlordGattlingCannon ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker End Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = OCL_OverlordPropagandaTower TriggeredBy = Upgrade_ChinaOverlordPropagandaTower ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_OverlordBattleBunker TriggeredBy = Upgrade_ChinaOverlordBattleBunker ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower End Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = CommandSetUpgrade ModuleTag_11 CommandSet = ChinaTankOverlordGattlingCannonCommandSet TriggeredBy = Upgrade_ChinaOverlordGattlingCannon ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker End Behavior = CommandSetUpgrade ModuleTag_12 CommandSet = ChinaTankOverlordPropagandaTowerCommandSet TriggeredBy = Upgrade_ChinaOverlordPropagandaTower ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker End Behavior = CommandSetUpgrade ModuleTag_13 CommandSet = ChinaTankOverlordBattleBunkerCommandSet TriggeredBy = Upgrade_ChinaOverlordBattleBunker ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower End Behavior = PhysicsBehavior ModuleTag_14 Mass = 50.0 End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_16 ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_ChinaTankOverlordDebris FX = FINAL FX_OverlordExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_17 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_18 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 13.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaTankOverlordGattlingCannon ; *** ART Parameters *** SelectPortrait = SNGatTower_L ButtonImage = SNGatTower ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01 DefaultConditionState Model = NVOvrlrd_G Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = CONTINUOUS_FIRE_SLOW Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = REALLYDAMAGED Model = NVOvrlrd_GD Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End End ; ***DESIGN parameters *** Side = ChinaNukeGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun Weapon = SECONDARY GattlingBuildingGunAir PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceRapidFire = NoSound End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = Yes End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = WeaponBonusUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaChainGuns End Behavior = StealthDetectorUpdate ModuleTag_06 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ; Defaults to VisionRange CanDetectWhileContained = Yes End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaTankOverlordPropagandaTower ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01 ConditionState = NONE Model = NVOvrlrd_S Animation = NVOvrlrd_S.NVOvrlrd_S AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = NVOvrlrd_SD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVOvrlrd_S Animation = NVOvrlrd_S.NVOvrlrd_S AnimationMode = LOOP End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = ChinaNukeGeneral EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 ; End Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds HealPercentEachSecond = 1% ; get this % of max health every second PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 2% ; get this % of max health every second UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_05 ; End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaTankOverlordBattleBunker ; *** ART Parameters *** SelectPortrait = SNBunker_L ButtonImage = SNBunker ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01 ConditionState = NONE Model = NVOvrlrd_B End ConditionState = REALLYDAMAGED Model = NVOvrlrd_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVOvrlrd_B End ConditionState = NIGHT REALLYDAMAGED Model = NVOvrlrd_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = ChinaNukeGeneral EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceUnload = OverlordTankVoiceUnload End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = TransportContain ModuleTag_03 Slots = 5 PassengersAllowedToFire = Yes AllowInsideKindOf = INFANTRY EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 50% End Behavior = DestroyDie ModuleTag_04 ;nothing End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Nuke_ChinaCarpetBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarpetBomb Side = America EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = Nuke_ChinaCarpetBombWeapon StartsActive = Yes End Behavior = SlowDeathBehavior ModuleTag_10 DestructionDelay = 0 OCL = INITIAL Nuke_OCL_RadiationFieldSmall End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb End Behavior = FXListDie ModuleTag_08 DeathFX = Nuke_WeaponFX_CarpetBomb End Behavior = DestroyDie ModuleTag_09 ;nothing End End