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

   1  
   2  ;------------------------------------------------------------------------------
   3  ;China Neutron Missile, NukeSilo, Nuke Silo
   4  Object AmericaNuclearMissileLauncher
   5  
   6    ; *** ART Parameters ***
   7    SelectPortrait         = SAICBM_L
   8    ButtonImage            = SAICBM
   9    Draw = W3DModelDraw ModuleTag_01
  10      OkToChangeModelColor = Yes
  11      ; day
  12      ConditionState      = NONE
  13        Model             = ABNukeSilo
  14      End
  15      ConditionState      = SOLD
  16        Model             = NONE
  17      End  
  18  
  19      ConditionState      = SOLD NIGHT
  20        Model             = NONE
  21      End    
  22  
  23      ConditionState      = DAMAGED
  24        Model             = ABNukeSilo_D
  25        ParticleSysBone   = Smoke01 SmolderingSmoke
  26        ParticleSysBone   = Smoke02 SmolderingSmoke
  27        ParticleSysBone   = Smoke03 SmolderingSmoke
  28        ParticleSysBone   = Smoke04 SmolderingSmoke
  29        ParticleSysBone   = Smoke01 SmolderingFire
  30        ParticleSysBone   = Smoke02 SmolderingFire
  31        ParticleSysBone   = Smoke03 SmolderingFire
  32        ParticleSysBone   = Smoke04 SmolderingFire
  33      End
  34       ConditionState     = REALLYDAMAGED RUBBLE
  35        Model             = ABNukeSilo_E
  36        ParticleSysBone   = Smoke01 SmolderingSmoke
  37        ParticleSysBone   = Smoke02 SmolderingSmoke
  38        ParticleSysBone   = Smoke03 SmolderingSmoke
  39        ParticleSysBone   = Smoke04 SmolderingSmoke
  40        ParticleSysBone   = Smoke05 SmolderingSmoke
  41        ParticleSysBone   = Smoke06 SmolderingSmoke
  42        ParticleSysBone   = Smoke01 SmolderingFire
  43        ParticleSysBone   = Smoke02 SmolderingFire
  44        ParticleSysBone   = Smoke03 SmolderingFire
  45        ParticleSysBone   = Smoke04 SmolderingFire
  46        ParticleSysBone   = Smoke05 SmolderingFire
  47        ParticleSysBone   = Smoke06 SmolderingFire
  48      End 
  49      ConditionState      = AWAITING_CONSTRUCTION
  50        Model             = None
  51      End
  52      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  53        Model             = ABNukeSilo
  54        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  55      END   
  56      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  57        Model             = ABNukeSilo_D
  58        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  59      END   
  60      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
  61        Model             = ABNukeSilo_E
  62        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  63      END   
  64      ConditionState      = DOOR_1_OPENING
  65        Model             = ABNukeSilo_A2
  66        Animation         = ABNukeSilo_A2.ABNukeSilo_A2
  67        AnimationMode     = ONCE
  68        Flags             = MAINTAIN_FRAME_ACROSS_STATES
  69      End   
  70      ConditionState      = DOOR_1_WAITING_OPEN
  71        Model             = ABNukeSilo_A2
  72        Animation         = ABNukeSilo_A2.ABNukeSilo_A2
  73        AnimationMode     = MANUAL
  74        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  75        WeaponLaunchBone  = PRIMARY RockPost
  76        ParticleSysBone   = Steam01 BigMissileSteam
  77        ParticleSysBone   = Steam02 BigMissileSteam
  78      End   
  79      ConditionState      = DOOR_1_WAITING_TO_CLOSE
  80        Model             = ABNukeSilo_A3
  81        Animation         = ABNukeSilo_A3.ABNukeSilo_A3
  82        AnimationMode     = MANUAL
  83        Flags             = START_FRAME_FIRST
  84        WeaponLaunchBone  = PRIMARY RockPost
  85      End   
  86      ConditionState      = DOOR_1_CLOSING
  87        Model             = ABNukeSilo_A3
  88        Animation         = ABNukeSilo_A3.ABNukeSilo_A3
  89        AnimationMode     = ONCE
  90        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  91      End   
  92      ConditionState      = DOOR_1_OPENING DAMAGED 
  93        Model             = ABNukeSilo_A2D
  94        Animation         = ABNukeSilo_A2D.ABNukeSilo_A2D
  95        AnimationMode     = ONCE
  96        Flags             = MAINTAIN_FRAME_ACROSS_STATES
  97        ParticleSysBone   = Smoke01 SmolderingSmoke
  98        ParticleSysBone   = Smoke02 SmolderingSmoke
  99        ParticleSysBone   = Smoke03 SmolderingSmoke
 100        ParticleSysBone   = Smoke04 SmolderingSmoke
 101        ParticleSysBone   = Smoke05 SmolderingSmoke
 102        ParticleSysBone   = Smoke06 SmolderingSmoke
 103        ParticleSysBone   = Smoke01 SmolderingFire
 104        ParticleSysBone   = Smoke02 SmolderingFire
 105        ParticleSysBone   = Smoke03 SmolderingFire
 106        ParticleSysBone   = Smoke04 SmolderingFire
 107        ParticleSysBone   = Smoke05 SmolderingFire
 108        ParticleSysBone   = Smoke06 SmolderingFire
 109  
 110        ParticleSysBone   = Steam01 BigMissileSteam
 111        ParticleSysBone   = Steam02 BigMissileSteam
 112      End   
 113      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED 
 114        Model             = ABNukeSilo_A2D
 115        Animation         = ABNukeSilo_A2D.ABNukeSilo_A2D
 116        AnimationMode     = MANUAL
 117        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
 118        WeaponLaunchBone  = PRIMARY RockPost
 119        ParticleSysBone   = Smoke01 SmolderingSmoke
 120        ParticleSysBone   = Smoke02 SmolderingSmoke
 121        ParticleSysBone   = Smoke03 SmolderingSmoke
 122        ParticleSysBone   = Smoke04 SmolderingSmoke
 123        ParticleSysBone   = Smoke05 SmolderingSmoke
 124        ParticleSysBone   = Smoke06 SmolderingSmoke
 125        ParticleSysBone   = Smoke01 SmolderingFire
 126        ParticleSysBone   = Smoke02 SmolderingFire
 127        ParticleSysBone   = Smoke03 SmolderingFire
 128        ParticleSysBone   = Smoke04 SmolderingFire
 129        ParticleSysBone   = Smoke05 SmolderingFire
 130        ParticleSysBone   = Smoke06 SmolderingFire
 131        ParticleSysBone   = Steam01 BigMissileSteam
 132        ParticleSysBone   = Steam02 BigMissileSteam
 133      End   
 134      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED 
 135        Model             = ABNukeSilo_A3D
 136        Animation         = ABNukeSilo_A3D.ABNukeSilo_A3D
 137        AnimationMode     = MANUAL
 138        Flags             = START_FRAME_FIRST
 139        WeaponLaunchBone  = PRIMARY RockPost
 140        ParticleSysBone   = Smoke01 SmolderingSmoke
 141        ParticleSysBone   = Smoke02 SmolderingSmoke
 142        ParticleSysBone   = Smoke03 SmolderingSmoke
 143        ParticleSysBone   = Smoke04 SmolderingSmoke
 144        ParticleSysBone   = Smoke05 SmolderingSmoke
 145        ParticleSysBone   = Smoke06 SmolderingSmoke
 146        ParticleSysBone   = Smoke01 SmolderingFire
 147        ParticleSysBone   = Smoke02 SmolderingFire
 148        ParticleSysBone   = Smoke03 SmolderingFire
 149        ParticleSysBone   = Smoke04 SmolderingFire
 150        ParticleSysBone   = Smoke05 SmolderingFire
 151        ParticleSysBone   = Smoke06 SmolderingFire
 152      End   
 153      ConditionState      = DOOR_1_CLOSING DAMAGED 
 154        Model             = ABNukeSilo_A3D
 155        Animation         = ABNukeSilo_A3D.ABNukeSilo_A3D
 156        AnimationMode     = ONCE
 157        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
 158        ParticleSysBone   = Smoke01 SmolderingSmoke
 159        ParticleSysBone   = Smoke02 SmolderingSmoke
 160        ParticleSysBone   = Smoke03 SmolderingSmoke
 161        ParticleSysBone   = Smoke04 SmolderingSmoke
 162        ParticleSysBone   = Smoke05 SmolderingSmoke
 163        ParticleSysBone   = Smoke06 SmolderingSmoke
 164        ParticleSysBone   = Smoke01 SmolderingFire
 165        ParticleSysBone   = Smoke02 SmolderingFire
 166        ParticleSysBone   = Smoke03 SmolderingFire
 167        ParticleSysBone   = Smoke04 SmolderingFire
 168        ParticleSysBone   = Smoke05 SmolderingFire
 169        ParticleSysBone   = Smoke06 SmolderingFire
 170      End   
 171      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE 
 172        Model             = ABNukeSilo_A2E
 173        Animation         = ABNukeSilo_A2E.ABNukeSilo_A2E
 174        AnimationMode     = ONCE
 175        Flags             = MAINTAIN_FRAME_ACROSS_STATES
 176        ParticleSysBone   = Smoke01 SmolderingSmoke
 177        ParticleSysBone   = Smoke02 SmolderingSmoke
 178        ParticleSysBone   = Smoke03 SmolderingSmoke
 179        ParticleSysBone   = Smoke04 SmolderingSmoke
 180        ParticleSysBone   = Smoke05 SmolderingSmoke
 181        ParticleSysBone   = Smoke06 SmolderingSmoke
 182        ParticleSysBone   = Smoke01 SmolderingFire
 183        ParticleSysBone   = Smoke02 SmolderingFire
 184        ParticleSysBone   = Smoke03 SmolderingFire
 185        ParticleSysBone   = Smoke04 SmolderingFire
 186        ParticleSysBone   = Smoke05 SmolderingFire
 187        ParticleSysBone   = Smoke06 SmolderingFire
 188        ParticleSysBone   = Steam01 BigMissileSteam
 189        ParticleSysBone   = Steam02 BigMissileSteam
 190      End   
 191      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 
 192        Model             = ABNukeSilo_A2E
 193        Animation         = ABNukeSilo_A2E.ABNukeSilo_A2E
 194        AnimationMode     = MANUAL
 195        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
 196        WeaponLaunchBone  = PRIMARY RockPost
 197        ParticleSysBone   = Smoke01 SmolderingSmoke
 198        ParticleSysBone   = Smoke02 SmolderingSmoke
 199        ParticleSysBone   = Smoke03 SmolderingSmoke
 200        ParticleSysBone   = Smoke04 SmolderingSmoke
 201        ParticleSysBone   = Smoke05 SmolderingSmoke
 202        ParticleSysBone   = Smoke06 SmolderingSmoke
 203        ParticleSysBone   = Smoke01 SmolderingFire
 204        ParticleSysBone   = Smoke02 SmolderingFire
 205        ParticleSysBone   = Smoke03 SmolderingFire
 206        ParticleSysBone   = Smoke04 SmolderingFire
 207        ParticleSysBone   = Smoke05 SmolderingFire
 208        ParticleSysBone   = Smoke06 SmolderingFire
 209        ParticleSysBone   = Steam01 BigMissileSteam
 210        ParticleSysBone   = Steam02 BigMissileSteam
 211      End   
 212      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 
 213        Model             = ABNukeSilo_A3E
 214        Animation         = ABNukeSilo_A3E.ABNukeSilo_A3E
 215        AnimationMode     = MANUAL
 216        Flags             = START_FRAME_FIRST
 217        WeaponLaunchBone  = PRIMARY RockPost
 218        ParticleSysBone   = Smoke01 SmolderingSmoke
 219        ParticleSysBone   = Smoke02 SmolderingSmoke
 220        ParticleSysBone   = Smoke03 SmolderingSmoke
 221        ParticleSysBone   = Smoke04 SmolderingSmoke
 222        ParticleSysBone   = Smoke05 SmolderingSmoke
 223        ParticleSysBone   = Smoke06 SmolderingSmoke
 224        ParticleSysBone   = Smoke01 SmolderingFire
 225        ParticleSysBone   = Smoke02 SmolderingFire
 226        ParticleSysBone   = Smoke03 SmolderingFire
 227        ParticleSysBone   = Smoke04 SmolderingFire
 228        ParticleSysBone   = Smoke05 SmolderingFire
 229        ParticleSysBone   = Smoke06 SmolderingFire
 230      End   
 231      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 
 232        Model             = ABNukeSilo_A3E
 233        Animation         = ABNukeSilo_A3E.ABNukeSilo_A3E
 234        AnimationMode     = ONCE
 235        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
 236        ParticleSysBone   = Smoke01 SmolderingSmoke
 237        ParticleSysBone   = Smoke02 SmolderingSmoke
 238        ParticleSysBone   = Smoke03 SmolderingSmoke
 239        ParticleSysBone   = Smoke04 SmolderingSmoke
 240        ParticleSysBone   = Smoke05 SmolderingSmoke
 241        ParticleSysBone   = Smoke06 SmolderingSmoke
 242        ParticleSysBone   = Smoke01 SmolderingFire
 243        ParticleSysBone   = Smoke02 SmolderingFire
 244        ParticleSysBone   = Smoke03 SmolderingFire
 245        ParticleSysBone   = Smoke04 SmolderingFire
 246        ParticleSysBone   = Smoke05 SmolderingFire
 247        ParticleSysBone   = Smoke06 SmolderingFire
 248      End   
 249  
 250      ; night
 251      ConditionState      = NIGHT
 252        Model             = ABNukeSilo
 253      End
 254      ConditionState      = DAMAGED NIGHT
 255        Model             = ABNukeSilo_D
 256        ParticleSysBone   = Smoke01 SmolderingSmoke
 257        ParticleSysBone   = Smoke02 SmolderingSmoke
 258        ParticleSysBone   = Smoke03 SmolderingSmoke
 259        ParticleSysBone   = Smoke04 SmolderingSmoke
 260        ParticleSysBone   = Smoke01 SmolderingFire
 261        ParticleSysBone   = Smoke02 SmolderingFire
 262        ParticleSysBone   = Smoke03 SmolderingFire
 263        ParticleSysBone   = Smoke04 SmolderingFire
 264      End
 265       ConditionState     = REALLYDAMAGED RUBBLE NIGHT
 266        Model             = ABNukeSilo_E
 267        ParticleSysBone   = Smoke01 SmolderingSmoke
 268        ParticleSysBone   = Smoke02 SmolderingSmoke
 269        ParticleSysBone   = Smoke03 SmolderingSmoke
 270        ParticleSysBone   = Smoke04 SmolderingSmoke
 271        ParticleSysBone   = Smoke05 SmolderingSmoke
 272        ParticleSysBone   = Smoke06 SmolderingSmoke
 273        ParticleSysBone   = Smoke01 SmolderingFire
 274        ParticleSysBone   = Smoke02 SmolderingFire
 275        ParticleSysBone   = Smoke03 SmolderingFire
 276        ParticleSysBone   = Smoke04 SmolderingFire
 277        ParticleSysBone   = Smoke05 SmolderingFire
 278        ParticleSysBone   = Smoke06 SmolderingFire
 279      End
 280      ConditionState      = AWAITING_CONSTRUCTION NIGHT
 281        Model             = None
 282      End
 283      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
 284        Model             = ABNukeSilo
 285        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 286      END       
 287      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
 288        Model             = ABNukeSilo_D
 289        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 290      END       
 291      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
 292        Model             = ABNukeSilo_E
 293        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 294      END       
 295      ConditionState      = DOOR_1_OPENING NIGHT
 296        Model             = ABNukeSilo_A2
 297        Animation         = ABNukeSilo_A2.ABNukeSilo_A2
 298        AnimationMode     = ONCE
 299        Flags             = MAINTAIN_FRAME_ACROSS_STATES
 300      End   
 301      ConditionState      = DOOR_1_WAITING_OPEN NIGHT
 302        Model             = ABNukeSilo_A2
 303        Animation         = ABNukeSilo_A2.ABNukeSilo_A2
 304        AnimationMode     = MANUAL
 305        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
 306        WeaponLaunchBone  = PRIMARY RockPost
 307        ParticleSysBone   = Steam01 BigMissileSteam
 308        ParticleSysBone   = Steam02 BigMissileSteam
 309      End   
 310      ConditionState      = DOOR_1_WAITING_TO_CLOSE NIGHT
 311        Model             = ABNukeSilo_A3
 312        Animation         = ABNukeSilo_A3.ABNukeSilo_A3
 313        AnimationMode     = MANUAL
 314        Flags             = START_FRAME_FIRST
 315        ;WeaponLaunchBone  = PRIMARY RockPost
 316      End   
 317      ConditionState      = DOOR_1_CLOSING NIGHT
 318        Model             = ABNukeSilo_A3
 319        Animation         = ABNukeSilo_A3.ABNukeSilo_A3
 320        AnimationMode     = ONCE
 321        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
 322      End   
 323      ConditionState      = DOOR_1_OPENING DAMAGED NIGHT
 324        Model             = ABNukeSilo_A2D
 325        Animation         = ABNukeSilo_A2D.ABNukeSilo_A2D
 326        AnimationMode     = ONCE
 327        Flags             = MAINTAIN_FRAME_ACROSS_STATES
 328        ParticleSysBone   = Smoke01 SmolderingSmoke
 329        ParticleSysBone   = Smoke02 SmolderingSmoke
 330        ParticleSysBone   = Smoke03 SmolderingSmoke
 331        ParticleSysBone   = Smoke04 SmolderingSmoke
 332        ParticleSysBone   = Smoke05 SmolderingSmoke
 333        ParticleSysBone   = Smoke06 SmolderingSmoke
 334        ParticleSysBone   = Smoke01 SmolderingFire
 335        ParticleSysBone   = Smoke02 SmolderingFire
 336        ParticleSysBone   = Smoke03 SmolderingFire
 337        ParticleSysBone   = Smoke04 SmolderingFire
 338        ParticleSysBone   = Smoke05 SmolderingFire
 339        ParticleSysBone   = Smoke06 SmolderingFire
 340        ParticleSysBone   = Steam01 BigMissileSteam
 341        ParticleSysBone   = Steam02 BigMissileSteam
 342      End   
 343      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED NIGHT
 344        Model             = ABNukeSilo_A2D
 345        Animation         = ABNukeSilo_A2D.ABNukeSilo_A2D
 346        AnimationMode     = MANUAL
 347        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
 348        WeaponLaunchBone  = PRIMARY RockPost
 349        ParticleSysBone   = Smoke01 SmolderingSmoke
 350        ParticleSysBone   = Smoke02 SmolderingSmoke
 351        ParticleSysBone   = Smoke03 SmolderingSmoke
 352        ParticleSysBone   = Smoke04 SmolderingSmoke
 353        ParticleSysBone   = Smoke05 SmolderingSmoke
 354        ParticleSysBone   = Smoke06 SmolderingSmoke
 355        ParticleSysBone   = Smoke01 SmolderingFire
 356        ParticleSysBone   = Smoke02 SmolderingFire
 357        ParticleSysBone   = Smoke03 SmolderingFire
 358        ParticleSysBone   = Smoke04 SmolderingFire
 359        ParticleSysBone   = Smoke05 SmolderingFire
 360        ParticleSysBone   = Smoke06 SmolderingFire
 361        ParticleSysBone   = Steam01 BigMissileSteam
 362        ParticleSysBone   = Steam02 BigMissileSteam
 363      End   
 364      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT
 365        Model             = ABNukeSilo_A3D
 366        Animation         = ABNukeSilo_A3D.ABNukeSilo_A3D
 367        AnimationMode     = MANUAL
 368        Flags             = START_FRAME_FIRST
 369        WeaponLaunchBone  = PRIMARY RockPost
 370        ParticleSysBone   = Smoke01 SmolderingSmoke
 371        ParticleSysBone   = Smoke02 SmolderingSmoke
 372        ParticleSysBone   = Smoke03 SmolderingSmoke
 373        ParticleSysBone   = Smoke04 SmolderingSmoke
 374        ParticleSysBone   = Smoke05 SmolderingSmoke
 375        ParticleSysBone   = Smoke06 SmolderingSmoke
 376        ParticleSysBone   = Smoke01 SmolderingFire
 377        ParticleSysBone   = Smoke02 SmolderingFire
 378        ParticleSysBone   = Smoke03 SmolderingFire
 379        ParticleSysBone   = Smoke04 SmolderingFire
 380        ParticleSysBone   = Smoke05 SmolderingFire
 381        ParticleSysBone   = Smoke06 SmolderingFire
 382      End   
 383      ConditionState      = DOOR_1_CLOSING DAMAGED NIGHT
 384        Model             = ABNukeSilo_A3D
 385        Animation         = ABNukeSilo_A3D.ABNukeSilo_A3D
 386        AnimationMode     = ONCE
 387        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
 388        ParticleSysBone   = Smoke01 SmolderingSmoke
 389        ParticleSysBone   = Smoke02 SmolderingSmoke
 390        ParticleSysBone   = Smoke03 SmolderingSmoke
 391        ParticleSysBone   = Smoke04 SmolderingSmoke
 392        ParticleSysBone   = Smoke05 SmolderingSmoke
 393        ParticleSysBone   = Smoke06 SmolderingSmoke
 394        ParticleSysBone   = Smoke01 SmolderingFire
 395        ParticleSysBone   = Smoke02 SmolderingFire
 396        ParticleSysBone   = Smoke03 SmolderingFire
 397        ParticleSysBone   = Smoke04 SmolderingFire
 398        ParticleSysBone   = Smoke05 SmolderingFire
 399        ParticleSysBone   = Smoke06 SmolderingFire
 400      End   
 401      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT
 402        Model             = ABNukeSilo_A2E
 403        Animation         = ABNukeSilo_A2E.ABNukeSilo_A2E
 404        AnimationMode     = ONCE
 405        Flags             = MAINTAIN_FRAME_ACROSS_STATES
 406        ParticleSysBone   = Smoke01 SmolderingSmoke
 407        ParticleSysBone   = Smoke02 SmolderingSmoke
 408        ParticleSysBone   = Smoke03 SmolderingSmoke
 409        ParticleSysBone   = Smoke04 SmolderingSmoke
 410        ParticleSysBone   = Smoke05 SmolderingSmoke
 411        ParticleSysBone   = Smoke06 SmolderingSmoke
 412        ParticleSysBone   = Smoke01 SmolderingFire
 413        ParticleSysBone   = Smoke02 SmolderingFire
 414        ParticleSysBone   = Smoke03 SmolderingFire
 415        ParticleSysBone   = Smoke04 SmolderingFire
 416        ParticleSysBone   = Smoke05 SmolderingFire
 417        ParticleSysBone   = Smoke06 SmolderingFire
 418        ParticleSysBone   = Steam01 BigMissileSteam
 419        ParticleSysBone   = Steam02 BigMissileSteam
 420      End   
 421      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT
 422        Model             = ABNukeSilo_A2E
 423        Animation         = ABNukeSilo_A2E.ABNukeSilo_A2E
 424        AnimationMode     = MANUAL
 425        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
 426        WeaponLaunchBone  = PRIMARY RockPost
 427        ParticleSysBone   = Smoke01 SmolderingSmoke
 428        ParticleSysBone   = Smoke02 SmolderingSmoke
 429        ParticleSysBone   = Smoke03 SmolderingSmoke
 430        ParticleSysBone   = Smoke04 SmolderingSmoke
 431        ParticleSysBone   = Smoke05 SmolderingSmoke
 432        ParticleSysBone   = Smoke06 SmolderingSmoke
 433        ParticleSysBone   = Smoke01 SmolderingFire
 434        ParticleSysBone   = Smoke02 SmolderingFire
 435        ParticleSysBone   = Smoke03 SmolderingFire
 436        ParticleSysBone   = Smoke04 SmolderingFire
 437        ParticleSysBone   = Smoke05 SmolderingFire
 438        ParticleSysBone   = Smoke06 SmolderingFire
 439        ParticleSysBone   = Steam01 BigMissileSteam
 440        ParticleSysBone   = Steam02 BigMissileSteam
 441      End   
 442      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT
 443        Model             = ABNukeSilo_A3E
 444        Animation         = ABNukeSilo_A3E.ABNukeSilo_A3E
 445        AnimationMode     = MANUAL
 446        Flags             = START_FRAME_FIRST
 447        WeaponLaunchBone  = PRIMARY RockPost
 448        ParticleSysBone   = Smoke01 SmolderingSmoke
 449        ParticleSysBone   = Smoke02 SmolderingSmoke
 450        ParticleSysBone   = Smoke03 SmolderingSmoke
 451        ParticleSysBone   = Smoke04 SmolderingSmoke
 452        ParticleSysBone   = Smoke05 SmolderingSmoke
 453        ParticleSysBone   = Smoke06 SmolderingSmoke
 454        ParticleSysBone   = Smoke01 SmolderingFire
 455        ParticleSysBone   = Smoke02 SmolderingFire
 456        ParticleSysBone   = Smoke03 SmolderingFire
 457        ParticleSysBone   = Smoke04 SmolderingFire
 458        ParticleSysBone   = Smoke05 SmolderingFire
 459        ParticleSysBone   = Smoke06 SmolderingFire
 460      End   
 461      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT
 462        Model             = ABNukeSilo_A3E
 463        Animation         = ABNukeSilo_A3E.ABNukeSilo_A3E
 464        AnimationMode     = ONCE
 465        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
 466        ParticleSysBone   = Smoke01 SmolderingSmoke
 467        ParticleSysBone   = Smoke02 SmolderingSmoke
 468        ParticleSysBone   = Smoke03 SmolderingSmoke
 469        ParticleSysBone   = Smoke04 SmolderingSmoke
 470        ParticleSysBone   = Smoke05 SmolderingSmoke
 471        ParticleSysBone   = Smoke06 SmolderingSmoke
 472        ParticleSysBone   = Smoke01 SmolderingFire
 473        ParticleSysBone   = Smoke02 SmolderingFire
 474        ParticleSysBone   = Smoke03 SmolderingFire
 475        ParticleSysBone   = Smoke04 SmolderingFire
 476        ParticleSysBone   = Smoke05 SmolderingFire
 477        ParticleSysBone   = Smoke06 SmolderingFire
 478      End   
 479      
 480  
 481    End
 482  
 483    ; ------------ construction-zone fence -----------------
 484    Draw = W3DModelDraw ModuleTag_02
 485    AnimationsRequirePower = No
 486      DefaultConditionState
 487        Model           = None
 488        TransitionKey   = DOWN_DEFAULT
 489      End
 490      ConditionState    = NIGHT
 491        Model           = None
 492        TransitionKey   = DOWN_DEFAULT
 493      End
 494      ConditionState    = SNOW
 495        Model           = None
 496        TransitionKey   = DOWN_DEFAULT
 497      End
 498      ConditionState    = SNOW NIGHT
 499        Model           = None
 500        TransitionKey   = DOWN_DEFAULT
 501      End
 502      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 503        Model           = ABSupDrop_A4
 504        Animation       = ABSupDrop_A4.ABSupDrop_A4
 505        AnimationMode   = MANUAL
 506        Flags           = START_FRAME_LAST
 507        TransitionKey   = UP_DAY
 508      End
 509      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 510        Model           = ABSupDrop_A4N
 511        Animation       = ABSupDrop_A4N.ABSupDrop_A4N
 512        AnimationMode   = MANUAL
 513        Flags           = START_FRAME_LAST
 514        TransitionKey   = UP_NIGHT
 515      End
 516      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 517        Model           = ABSupDrop_A4S
 518        Animation       = ABSupDrop_A4S.ABSupDrop_A4S
 519        AnimationMode   = MANUAL
 520        Flags           = START_FRAME_LAST
 521        TransitionKey   = UP_SNOW
 522      End
 523      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 524        Model           = ABSupDrop_A4SN
 525        Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
 526        AnimationMode   = MANUAL
 527        Flags           = START_FRAME_LAST
 528        TransitionKey   = UP_SNOWNIGHT
 529      End
 530      TransitionState   = DOWN_DEFAULT UP_DAY
 531        Model           = ABSupDrop_A4
 532        Animation       = ABSupDrop_A4.ABSupDrop_A4
 533        AnimationMode   = ONCE
 534        AnimationSpeedFactorRange = 1.0 1.0
 535        Flags           = START_FRAME_FIRST
 536      End
 537      TransitionState   = DOWN_DEFAULT UP_NIGHT
 538        Model           = ABSupDrop_A4N
 539        Animation       = ABSupDrop_A4N.ABSupDrop_A4N
 540        AnimationMode   = ONCE
 541        AnimationSpeedFactorRange = 1.0 1.0
 542        Flags           = START_FRAME_FIRST
 543      End
 544      TransitionState   = DOWN_DEFAULT UP_SNOW
 545        Model           = ABSupDrop_A4S
 546        Animation       = ABSupDrop_A4S.ABSupDrop_A4S
 547        AnimationMode   = ONCE
 548        AnimationSpeedFactorRange = 1.0 1.0
 549        Flags           = START_FRAME_FIRST
 550      End
 551      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
 552        Model           = ABSupDrop_A4SN
 553        Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
 554        AnimationMode   = ONCE
 555        AnimationSpeedFactorRange = 1.0 1.0
 556        Flags           = START_FRAME_FIRST
 557      End
 558      TransitionState   = UP_DAY DOWN_DEFAULT
 559        Model           = ABSupDrop_A4
 560        Animation       = ABSupDrop_A4.ABSupDrop_A4
 561        AnimationMode   = ONCE_BACKWARDS
 562        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 563        Flags           = START_FRAME_LAST
 564      End
 565      TransitionState   = UP_NIGHT DOWN_DEFAULT
 566        Model           = ABSupDrop_A4N
 567        Animation       = ABSupDrop_A4N.ABSupDrop_A4N
 568        AnimationMode   = ONCE_BACKWARDS
 569        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 570        Flags           = START_FRAME_LAST
 571      End
 572      TransitionState   = UP_SNOW DOWN_DEFAULT
 573        Model           = ABSupDrop_A4S
 574        Animation       = ABSupDrop_A4S.ABSupDrop_A4S
 575        AnimationMode   = ONCE_BACKWARDS
 576        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 577        Flags           = START_FRAME_LAST
 578      End
 579      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
 580        Model           = ABSupDrop_A4SN
 581        Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
 582        AnimationMode   = ONCE_BACKWARDS
 583        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 584        Flags           = START_FRAME_LAST
 585      End
 586    End
 587  
 588    ; ------------ under-construction scaffolding -----------------
 589    Draw = W3DModelDraw ModuleTag_03
 590    AnimationsRequirePower = No
 591      MinLODRequired = MEDIUM
 592      DefaultConditionState
 593        Model           = None
 594        TransitionKey   = DOWN_DEFAULT
 595      End
 596      ConditionState    = NIGHT
 597        Model           = None
 598        TransitionKey   = DOWN_DEFAULT
 599      End
 600      ConditionState    = SNOW
 601        Model           = None
 602        TransitionKey   = DOWN_DEFAULT
 603      End
 604      ConditionState    = SNOW NIGHT
 605        Model           = None
 606        TransitionKey   = DOWN_DEFAULT
 607      End
 608      ConditionState    = PARTIALLY_CONSTRUCTED
 609        Model           = ABSupDrop_A6
 610        Animation       = ABSupDrop_A6.ABSupDrop_A6
 611        AnimationMode   = MANUAL
 612        Flags           = START_FRAME_LAST
 613        TransitionKey   = UP_DAY
 614        ParticleSysBone = Dust01 BuildingDustChina
 615        ParticleSysBone = Smoke01 BuildUpSmokeChina
 616        ParticleSysBone = Smoke02 BuildUpSmokeChina
 617        ParticleSysBone = Smoke03 BuildUpSmokeChina
 618        ParticleSysBone = Smoke04 BuildUpSmokeChina
 619        ParticleSysBone = Smoke05 BuildUpSmokeChina
 620      End
 621      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
 622        Model           = ABSupDrop_A6N
 623        Animation       = ABSupDrop_A6N.ABSupDrop_A6N
 624        AnimationMode   = MANUAL
 625        Flags           = START_FRAME_LAST
 626        TransitionKey   = UP_NIGHT
 627        ParticleSysBone = Dust01 BuildingDustChina
 628        ParticleSysBone = Smoke01 BuildUpSmokeChina
 629        ParticleSysBone = Smoke02 BuildUpSmokeChina
 630        ParticleSysBone = Smoke03 BuildUpSmokeChina
 631        ParticleSysBone = Smoke04 BuildUpSmokeChina
 632        ParticleSysBone = Smoke05 BuildUpSmokeChina
 633      End
 634      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
 635        Model           = ABSupDrop_A6S
 636        Animation       = ABSupDrop_A6S.ABSupDrop_A6S
 637        AnimationMode   = MANUAL
 638        Flags           = START_FRAME_LAST
 639        TransitionKey   = UP_SNOW
 640        ParticleSysBone = Dust01 BuildingSnowDust
 641        ParticleSysBone = Smoke01 BuildUpSnowSmoke
 642        ParticleSysBone = Smoke02 BuildUpSnowSmoke
 643        ParticleSysBone = Smoke03 BuildUpSnowSmoke
 644        ParticleSysBone = Smoke04 BuildUpSnowSmoke
 645        ParticleSysBone = Smoke05 BuildUpSnowSmoke
 646      End
 647      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
 648        Model           = ABSupDrop_A6SN
 649        Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
 650        AnimationMode   = MANUAL
 651        Flags           = START_FRAME_LAST
 652        TransitionKey   = UP_SNOWNIGHT
 653        ParticleSysBone = Dust01 BuildingSnowDust
 654        ParticleSysBone = Smoke01 BuildUpSnowSmoke
 655        ParticleSysBone = Smoke02 BuildUpSnowSmoke
 656        ParticleSysBone = Smoke03 BuildUpSnowSmoke
 657        ParticleSysBone = Smoke04 BuildUpSnowSmoke
 658        ParticleSysBone = Smoke05 BuildUpSnowSmoke
 659      End
 660      TransitionState   = DOWN_DEFAULT UP_DAY
 661        Model           = ABSupDrop_A6
 662        Animation       = ABSupDrop_A6.ABSupDrop_A6
 663        AnimationMode   = ONCE
 664        AnimationSpeedFactorRange = 1.0 1.0
 665        Flags           = START_FRAME_FIRST
 666      End
 667      TransitionState   = DOWN_DEFAULT UP_NIGHT
 668        Model           = ABSupDrop_A6N
 669        Animation       = ABSupDrop_A6N.ABSupDrop_A6N
 670        AnimationMode   = ONCE
 671        AnimationSpeedFactorRange = 1.0 1.0
 672        Flags           = START_FRAME_FIRST
 673      End
 674      TransitionState   = DOWN_DEFAULT UP_SNOW
 675        Model           = ABSupDrop_A6S
 676        Animation       = ABSupDrop_A6S.ABSupDrop_A6S
 677        AnimationMode   = ONCE
 678        AnimationSpeedFactorRange = 1.0 1.0
 679        Flags           = START_FRAME_FIRST
 680      End
 681      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
 682        Model           = ABSupDrop_A6SN
 683        Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
 684        AnimationMode   = ONCE
 685        AnimationSpeedFactorRange = 1.0 1.0
 686        Flags           = START_FRAME_FIRST
 687      End 
 688      TransitionState   = UP_DAY DOWN_DEFAULT
 689        Model            = ABSupDrop_A6
 690        Animation       = ABSupDrop_A6.ABSupDrop_A6
 691        AnimationMode   = ONCE_BACKWARDS
 692        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 693        Flags           = START_FRAME_LAST
 694      End
 695      TransitionState   = UP_NIGHT DOWN_DEFAULT
 696        Model            = ABSupDrop_A6N
 697        Animation       = ABSupDrop_A6N.ABSupDrop_A6N
 698        AnimationMode   = ONCE_BACKWARDS
 699        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 700        Flags           = START_FRAME_LAST
 701      End
 702      TransitionState   = UP_SNOW DOWN_DEFAULT
 703        Model            = ABSupDrop_A6S
 704        Animation       = ABSupDrop_A6S.ABSupDrop_A6S
 705        AnimationMode   = ONCE_BACKWARDS
 706        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 707        Flags           = START_FRAME_LAST
 708      End
 709      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
 710        Model            = ABSupDrop_A6SN
 711        Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
 712        AnimationMode   = ONCE_BACKWARDS
 713        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 714        Flags           = START_FRAME_LAST
 715      End
 716    End
 717  
 718  
 719    PlacementViewAngle = 135
 720  
 721    ; ***DESIGN parameters ***
 722    DisplayName      = OBJECT:NuclearMissile
 723    Side = ChinaNukeGeneral
 724    EditorSorting    = STRUCTURE
 725    Prerequisites
 726      Object = Nuke_ChinaPropagandaCenter
 727    End
 728    BuildCost        = 5000
 729    BuildTime        = 60.0            ; in seconds
 730    EnergyProduction = -10
 731    VisionRange      = 200.0           ; Shroud clearing distance
 732    ShroudClearingRange = 200
 733    CommandSet       = SupW_AmericaNuclearMissileCommandSet
 734    ArmorSet
 735      Conditions      = None
 736      Armor           = StructureArmorTough
 737      DamageFX        = StructureDamageFXNoShake
 738    End
 739    ExperienceValue     = 400 400 400 400  ; Experience point value at each level
 740    MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
 741    MaxSimultaneousLinkKey = Superweapon  ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType
 742  
 743    ; *** AUDIO Parameters ***
 744    VoiceSelect = NuclearMissileSelect
 745    SoundOnDamaged        = BuildingDamagedStateLight
 746    SoundOnReallyDamaged  = BuildingDestroy
 747  
 748    UnitSpecificSounds
 749      UnderConstruction     = UnderConstructionLoop
 750    End
 751  
 752    ; *** ENGINEERING Parameters ***
 753    RadarPriority   = STRUCTURE
 754    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY
 755    Body            = StructureBody ModuleTag_06
 756      MaxHealth       = 4000.0
 757      InitialHealth   = 4000.0
 758  
 759      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
 760      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
 761      SubdualDamageCap = 4200
 762      SubdualDamageHealRate = 500
 763      SubdualDamageHealAmount = 100
 764    End
 765  
 766    Behavior    = OCLSpecialPower ModuleTag_07
 767      SpecialPowerTemplate = SupW_SuperweaponNeutronMissile
 768      OCL                  = SUPERWEAPON_NeutronMissile
 769    End
 770    Behavior = SpecialPowerCreate ModuleTag_08
 771      ;nothing
 772    End
 773    Behavior = MissileLauncherBuildingUpdate ModuleTag_09
 774      SpecialPowerTemplate = SupW_SuperweaponNeutronMissile
 775      DoorOpenTime         = 8000
 776      DoorWaitOpenTime     = 2000
 777      DoorCloseTime        = 8000
 778  
 779      ; FXLists to play at transitions:
 780      DoorOpeningFX        = ChinaNuclearMissileLauncherDoorOpen
 781      ;DoorOpenFX           = FX_ABPowerPlantExplode
 782      DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch
 783      ;DoorClosingFX        = FX_ABPowerPlantExplode
 784      ;DoorClosedFX         = FX_ABPowerPlantExplode
 785  
 786      ; looping sound to play while open:
 787      DoorOpenIdleAudio = BuildingNeutronMissileHiss
 788    End
 789  
 790    Behavior = ProductionUpdate ModuleTag_10
 791      DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED
 792    End
 793  
 794    Behavior = DestroyDie ModuleTag_11
 795      ;Nothing
 796    End
 797  
 798    Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
 799      DeathWeapon = ChinaPowerPlantDeathWeapon
 800      StartsActive  = Yes
 801    End
 802  
 803    Behavior = FlammableUpdate ModuleTag_14
 804      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
 805      AflameDamageAmount = 5       ; taking this much damage...
 806      AflameDamageDelay = 500       ; this often.
 807    End
 808  
 809    Behavior = TransitionDamageFX ModuleTag_15
 810      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
 811      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
 812      ;---------------------------------------------------------------------------------------
 813      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
 814      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
 815      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
 816    End
 817    
 818    Behavior             = CreateObjectDie ModuleTag_20
 819      CreationList  = OCL_LargeStructureDebris
 820    End
 821    
 822    Behavior        = FXListDie ModuleTag_21
 823      ExemptStatus  = UNDER_CONSTRUCTION
 824      DeathFX       = FX_NukeGLA
 825    End
 826    
 827    Geometry            = BOX
 828    GeometryMajorRadius = 45.0
 829    GeometryMinorRadius = 45.0
 830    GeometryHeight      = 64.0
 831    GeometryIsSmall     = No
 832    Shadow          = SHADOW_VOLUME
 833    BuildCompletion = PLACED_BY_PLAYER
 834  
 835  End


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