;------------------------------------------------------------------------------ ;China Neutron Missile, NukeSilo, Nuke Silo Object AmericaNuclearMissileLauncher ; *** ART Parameters *** SelectPortrait = SAICBM_L ButtonImage = SAICBM Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = ABNukeSilo End ConditionState = SOLD Model = NONE End ConditionState = SOLD NIGHT Model = NONE End ConditionState = DAMAGED Model = ABNukeSilo_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 = ABNukeSilo_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 = ABNukeSilo Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABNukeSilo_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = ABNukeSilo_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING Model = ABNukeSilo_A2 Animation = ABNukeSilo_A2.ABNukeSilo_A2 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN Model = ABNukeSilo_A2 Animation = ABNukeSilo_A2.ABNukeSilo_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE Model = ABNukeSilo_A3 Animation = ABNukeSilo_A3.ABNukeSilo_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost End ConditionState = DOOR_1_CLOSING Model = ABNukeSilo_A3 Animation = ABNukeSilo_A3.ABNukeSilo_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED Model = ABNukeSilo_A2D Animation = ABNukeSilo_A2D.ABNukeSilo_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 = ABNukeSilo_A2D Animation = ABNukeSilo_A2D.ABNukeSilo_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3D Animation = ABNukeSilo_A3D.ABNukeSilo_A3D AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3D Animation = ABNukeSilo_A3D.ABNukeSilo_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 = ABNukeSilo_A2E Animation = ABNukeSilo_A2E.ABNukeSilo_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 = ABNukeSilo_A2E Animation = ABNukeSilo_A2E.ABNukeSilo_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_A3E AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_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 = ABNukeSilo End ConditionState = DAMAGED NIGHT Model = ABNukeSilo_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 NIGHT Model = ABNukeSilo_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 NIGHT Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABNukeSilo Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABNukeSilo_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABNukeSilo_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING NIGHT Model = ABNukeSilo_A2 Animation = ABNukeSilo_A2.ABNukeSilo_A2 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN NIGHT Model = ABNukeSilo_A2 Animation = ABNukeSilo_A2.ABNukeSilo_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT Model = ABNukeSilo_A3 Animation = ABNukeSilo_A3.ABNukeSilo_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST ;WeaponLaunchBone = PRIMARY RockPost End ConditionState = DOOR_1_CLOSING NIGHT Model = ABNukeSilo_A3 Animation = ABNukeSilo_A3.ABNukeSilo_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED NIGHT Model = ABNukeSilo_A2D Animation = ABNukeSilo_A2D.ABNukeSilo_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 NIGHT Model = ABNukeSilo_A2D Animation = ABNukeSilo_A2D.ABNukeSilo_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3D Animation = ABNukeSilo_A3D.ABNukeSilo_A3D AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3D Animation = ABNukeSilo_A3D.ABNukeSilo_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 NIGHT Model = ABNukeSilo_A2E Animation = ABNukeSilo_A2E.ABNukeSilo_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 NIGHT Model = ABNukeSilo_A2E Animation = ABNukeSilo_A2E.ABNukeSilo_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_A3E AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_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 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 = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_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 = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_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 = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_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 = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_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 = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_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 = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_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 = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_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 = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_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 = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_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 = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_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 = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_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 = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 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:NuclearMissile Side = ChinaNukeGeneral EditorSorting = STRUCTURE Prerequisites Object = Nuke_ChinaPropagandaCenter End BuildCost = 5000 BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 CommandSet = SupW_AmericaNuclearMissileCommandSet 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 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 = SupW_SuperweaponNeutronMissile OCL = SUPERWEAPON_NeutronMissile End Behavior = SpecialPowerCreate ModuleTag_08 ;nothing End Behavior = MissileLauncherBuildingUpdate ModuleTag_09 SpecialPowerTemplate = SupW_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 = 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 Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 45.0 GeometryHeight = 64.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End