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1 2 3 ;------------------------------------------------------------------------------ 4 Object SupW_PointDefenseDroneLaserBeam 5 ; *** ART Parameters *** 6 Draw = W3DLaserDraw ModuleTag_01 7 Texture = EXLaser.tga 8 NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 9 10 InnerBeamWidth = 0.4 ;The total width of beam 11 InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) 12 13 OuterBeamWidth = 1.2 ;The total width of beam 14 OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) 15 16 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 17 ;FadeLifetime = 0 ;Laser will fade and delete. 18 19 ;@todo -- add shot ability functionality (instead of instant point A to B) 20 End 21 22 KindOf = IMMOBILE 23 ClientUpdate = LaserUpdate ModuleTag_02 24 MuzzleParticleSystem = PaladinPointDefenseLaserFlare 25 TargetParticleSystem = GenericLaserFlare 26 End 27 Behavior = LifetimeUpdate ModuleTag_03 28 MinLifetime = 95 ; min lifetime in msec 29 MaxLifetime = 95 ; max lifetime in msec 30 End 31 End 32 33 34 35 36 37 38 39 40 41 ;------------------------------------------------------------------------------ 42 Object SupW_AmericaVehiclePointDefenseDrone 43 44 ; *** ART Parameters *** 45 SelectPortrait = SABattleDrone_L 46 ButtonImage = SABattleDrone 47 48 UpgradeCameo1 = Upgrade_AmericaDroneArmor 49 ;UpgradeCameo2 = NONE 50 ;UpgradeCameo3 = NONE 51 ;UpgradeCameo4 = NONE 52 ;UpgradeCameo5 = NONE 53 54 ;MAIN CHASSIS 55 Draw = W3DModelDraw ModuleTag_01 56 OkToChangeModelColor = Yes 57 58 DefaultConditionState 59 Model = AVBATTLEDR 60 Animation = AVBATTLEDR.AVBATTLEDR 61 AnimationMode = LOOP 62 Turret = Turret01 63 TurretPitch = TurretEL01 64 WeaponMuzzleFlash = PRIMARY TurretFX01 65 WeaponFireFXBone = PRIMARY Muzzle01 66 End 67 68 ConditionState = REALLYDAMAGED 69 Model = AVBATTLEDR_D 70 Animation = AVBATTLEDR_D.AVBATTLEDR_D 71 AnimationMode = LOOP 72 End 73 End 74 75 ;EXTENDING ARM (FOR REPAIRING) 76 Draw = W3DModelDraw ModuleTag_02 77 OkToChangeModelColor = Yes 78 79 DefaultConditionState 80 Model = AVBATTLEDR_A 81 End 82 83 ;Unloading the arm (before starting to repair) 84 ConditionState = UNPACKING 85 Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 86 AnimationMode = ONCE 87 End 88 89 ;Loading the arm (after reparing complete) 90 ConditionState = PACKING 91 Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 92 AnimationMode = ONCE_BACKWARDS 93 Flags = START_FRAME_LAST 94 End 95 96 ;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set) 97 ConditionState = FIRING_B 98 Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 99 AnimationMode = ONCE 100 End 101 102 103 ;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set) 104 ConditionState = FIRING_C 105 Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 106 AnimationMode = ONCE_BACKWARDS 107 Flags = START_FRAME_LAST 108 End 109 110 End 111 112 113 ; ***DESIGN parameters *** 114 DisplayName = OBJECT:BattleDrone 115 Side = AmericaSuperWeaponGeneral 116 EditorSorting = VEHICLE 117 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 118 WeaponSet 119 Conditions = None 120 Weapon = PRIMARY BattleDroneMachineGun 121 End 122 ArmorSet 123 Conditions = None 124 Armor = TankArmor 125 DamageFX = SmallTankDamageFX 126 End 127 128 BuildCost = 200 129 BuildTime = 5.0 ;in seconds 130 VisionRange = 150 131 ShroudClearingRange = 150 132 ExperienceValue = 10 10 10 10 ;Experience point value at each level 133 IsTrainable = No 134 135 ; *** AUDIO Parameters *** 136 VoiceSelect = NoSound 137 VoiceMove = NoSound 138 VoiceAttack = NoSound 139 SoundMoveStart = NoSound 140 UnitSpecificSounds 141 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 142 TurretMoveStart = NoSound 143 TurretMoveLoop = TurretMoveLoop 144 End 145 146 ; *** ENGINEERING Parameters *** 147 RadarPriority = UNIT 148 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT 149 Body = ActiveBody ModuleTag_03 150 MaxHealth = 100.0 151 InitialHealth = 100.0 152 End 153 154 Behavior = AIUpdateInterface ModuleTag_04 155 Turret 156 TurretTurnRate = 360 // turn rate, in degrees per sec 157 TurretPitchRate = 360 158 MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 159 AllowsPitch = Yes 160 ControlledWeaponSlots = PRIMARY 161 End 162 AutoAcquireEnemiesWhenIdle = Yes 163 End 164 Locomotor = SET_NORMAL BattleDroneLocomotor 165 Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy) 166 Behavior = PhysicsBehavior ModuleTag_05 167 Mass = 50.0 168 KillWhenRestingOnGround = Yes 169 AllowBouncing = No 170 End 171 172 Behavior = MaxHealthUpgrade ModuleTag_06 173 TriggeredBy = Upgrade_AmericaDroneArmor 174 AddMaxHealth = 50.0 175 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 176 End 177 178 Behavior = SlavedUpdate ModuleTag_07 179 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 180 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 181 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 182 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 183 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 184 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 185 StayOnSameLayerAsMaster = Yes 186 End 187 188 Behavior = DestroyDie ModuleTag_08 189 DeathTypes = ALL 190 End 191 Behavior = CreateObjectDie ModuleTag_09 192 DeathTypes = ALL 193 CreationList = OCL_AmericaBattleDroneExplode 194 End 195 196 Behavior = TransitionDamageFX ModuleTag_10 197 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 198 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 199 End 200 201 Behavior = FXListDie ModuleTag_11 202 DeathTypes = ALL 203 DeathFX = FX_AmericaBattleDroneExplode 204 End 205 206 Behavior = UpgradeDie ModuleTag_12 207 ;This frees the object based upgrade for the producer object. 208 DeathTypes = ALL 209 ;UpgradeToRemove = SupW_Upgrade_AmericaPointDefenseDrone ModuleTag_12 210 UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_12 211 End 212 Behavior = PointDefenseLaserUpdate ModuleTag_13 213 WeaponTemplate = SupW_PointDefenseDroneLaserWeapon 214 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 215 SecondaryTargetTypes = INFANTRY 216 ScanRate = 100 217 ScanRange = 120.0 218 PredictTargetVelocityFactor = 3.0 219 End 220 221 Behavior = FlammableUpdate ModuleTag_21 222 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 223 AflameDamageAmount = 3 ; taking this much damage... 224 AflameDamageDelay = 500 ; this often. 225 End 226 227 Geometry = CYLINDER 228 GeometryMajorRadius = 5 229 GeometryMinorRadius = 5 230 GeometryHeight = 10.0 231 GeometryIsSmall = Yes 232 Shadow = SHADOW_VOLUME 233 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 234 235 End 236 237 238 239 240 241 242 243 244 245 246 247 248 249 ;------------------------------------------------------------------------------ 250 Object SupW_NeutronMissile 251 252 ; *** ART Parameters *** 253 Draw = W3DModelDraw ModuleTag_01 254 OkToChangeModelColor = Yes 255 ConditionState = NONE 256 Model = ABNukeMissle 257 End 258 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 259 Model = NONE 260 End 261 262 End 263 264 ; ***DESIGN parameters *** 265 DisplayName = OBJECT:NeutronMissile 266 KindOf = UNATTACKABLE 267 EditorSorting = SYSTEM 268 VisionRange = 300.0 269 ShroudClearingRange = 0 270 TransportSlotCount = 10 271 ArmorSet 272 Conditions = None 273 Armor = ProjectileArmor 274 DamageFX = None 275 End 276 277 ; *** AUDIO Parameters *** 278 ; SoundFallingFromPlane = DaisyCutterWeapon 279 280 ; *** ENGINEERING Parameters *** 281 Body = ActiveBody ModuleTag_02 282 MaxHealth = 99999999.0 283 InitialHealth = 99999999.0 284 End 285 286 Behavior = NeutronMissileUpdate ModuleTag_03 287 DistanceToTravelBeforeTurning = 500 ; goes straight up a long ways first 288 MaxTurnRate = 9000 ; huge, since it turns off-camera 289 ForwardDamping = 0.1 290 RelativeSpeed = 2.0 291 LaunchFX = FX_NeutronMissileLaunch 292 IgnitionFX = FX_NeutronMissileIgnition 293 TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it 294 SpecialAccelFactor = 1 295 SpecialSpeedTime = 1500 296 SpecialSpeedHeight = 160 297 SpecialJitterDistance = 0.4 298 DeliveryDecalRadius = 210 299 DeliveryDecal 300 Texture = SCCNuclearMissile_China 301 Style = SHADOW_ALPHA_DECAL 302 OpacityMin = 25% 303 OpacityMax = 50% 304 OpacityThrobTime = 500 305 Color = R:255 G:0 B:0 A:255 306 OnlyVisibleToOwningPlayer = Yes 307 End 308 End 309 310 Behavior = HeightDieUpdate ModuleTag_04 311 TargetHeight = 100.0 312 TargetHeightIncludesStructures = No 313 OnlyWhenMovingDown = Yes 314 SnapToGroundOnDeath = Yes 315 InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad 316 End 317 318 Behavior = SpecialPowerCompletionDie ModuleTag_05 319 SpecialPowerTemplate = SupW_SuperweaponNeutronMissile 320 End 321 322 Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 323 DestructionDelay = 3501 324 ScorchMarkSize = 320 325 FXList = SupW_FX_Nuke 326 327 Blast1Enabled = Yes 328 Blast1Delay = 580 ;in milliseconds 329 Blast1ScorchDelay = 100 ;in milliseconds 330 Blast1InnerRadius = 60.0 ;objects inside this get the full damage 331 Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage 332 Blast1MaxDamage = 0.0 ;damage within inner radius of blast 333 Blast1MinDamage = 0.0 ;always do at least this much damage to objects 334 Blast1ToppleSpeed = 0.5 ;higher #'s topple faster 335 Blast1PushForce = 10.0 ;higher #'s push more 336 337 Blast2Enabled = Yes 338 Blast2Delay = 660 ;in milliseconds 339 Blast2ScorchDelay = 180 ;in milliseconds 340 Blast2InnerRadius = 90.0 ;objects inside this get the full damage 341 Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage 342 Blast2MaxDamage = 0.0 ;damage within inner radius of blast 343 Blast2MinDamage = 0.0 ;always do at least this much damage to objects 344 Blast2ToppleSpeed = 0.45 ;higher #'s topple faster 345 Blast2PushForce = 8.0 ;higher #'s push more 346 347 Blast3Enabled = Yes 348 Blast3Delay = 720 ;in milliseconds 349 Blast3ScorchDelay = 260 ;in milliseconds 350 Blast3InnerRadius = 120.0 ;objects inside this get the full damage 351 Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage 352 Blast3MaxDamage = 0.0 ;damage within inner radius of blast 353 Blast3MinDamage = 0.0 ;always do at least this much damage to objects 354 Blast3ToppleSpeed = 0.42 ;higher #'s topple faster 355 Blast3PushForce = 6.0 ;higher #'s push more 356 357 Blast4Enabled = Yes 358 Blast4Delay = 850 ;in milliseconds 359 Blast4ScorchDelay = 340 ;in milliseconds 360 Blast4InnerRadius = 150.0 ;objects inside this get the full damage 361 Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage 362 Blast4MaxDamage = 0.0 ;damage within inner radius of blast 363 Blast4MinDamage = 0.0 ;always do at least this much damage to objects 364 Blast4ToppleSpeed = 0.40 ;higher #'s topple faster 365 Blast4PushForce = 6.0 ;higher #'s push more 366 367 Blast5Enabled = Yes 368 Blast5Delay = 1000 ;in milliseconds 369 Blast5ScorchDelay = 420 ;in milliseconds 370 Blast5InnerRadius = 180.0 ;objects inside this get the full damage 371 Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage 372 Blast5MaxDamage = 0.0 ;damage within inner radius of blast 373 Blast5MinDamage = 0.0 ;always do at least this much damage to objects 374 Blast5ToppleSpeed = 0.38 ;higher #'s topple faster 375 Blast5PushForce = 6.0 ;higher #'s push more 376 377 Blast6Enabled = Yes 378 Blast6Delay = 1180 ;in milliseconds 379 Blast6ScorchDelay = 500 ;in milliseconds 380 Blast6InnerRadius = 60.0 ;objects inside this get the full damage 381 Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage 382 Blast6MaxDamage = 3500.0 ;damage within inner radius of blast 383 Blast6MinDamage = 300.0 ;always do at least this much damage to objects 384 Blast6ToppleSpeed = 0.35 ;higher #'s topple faster 385 Blast6PushForce = 4.0 ;higher #'s push more 386 387 Blast7Enabled = Yes 388 Blast7Delay = 999999 ;in milliseconds, don't do the damage wave 389 Blast7ScorchDelay = 620 ;in milliseconds 390 Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage 391 392 Blast8Enabled = Yes 393 Blast8Delay = 999999 ;in milliseconds, don't do the damage wave 394 Blast8ScorchDelay = 700 ;in milliseconds 395 Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage 396 397 Blast9Enabled = Yes 398 Blast9Delay = 999999 ;in milliseconds, don't do the damage wave 399 Blast9ScorchDelay = 800 ;in milliseconds 400 Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage 401 402 ;OCL = MIDPOINT OCL_NukeRadiationField 403 End 404 405 Geometry = CYLINDER 406 GeometryIsSmall = Yes 407 GeometryMajorRadius = 7.0 408 GeometryHeight = 60.0 409 410 End 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 ;-------------------------------- 474 Object SupW_AmericaJetSpectreGunship 475 476 ; *** ART Parameters *** 477 478 Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures 479 480 481 482 ;----NORMAL------------- 483 DefaultConditionState 484 Model = AVSGunship 485 WeaponFireFXBone = PRIMARY MUZZLE 486 WeaponFireFXBone = SECONDARY MUZZLE 487 WeaponMuzzleFlash = PRIMARY MUZZLEFX 488 WeaponMuzzleFlash = SECONDARY MUZZLEFX 489 End 490 491 ConditionState = DOOR_1_OPENING 492 Model = AVSGunship 493 Animation = AVSGunship.AVSGunship 494 AnimationMode = ONCE 495 Flags = MAINTAIN_FRAME_ACROSS_STATES 496 ParticleSysBone = WingTip01 SpectreContrail 497 ParticleSysBone = WingTip02 SpectreContrail 498 End 499 500 ConditionState = DOOR_1_CLOSING 501 Model = AVSGunship 502 Animation = AVSGunship.AVSGunship 503 AnimationMode = ONCE_BACKWARDS 504 Flags = MAINTAIN_FRAME_ACROSS_STATES 505 ParticleSysBone = WingTip01 JetContrailThin 506 ParticleSysBone = WingTip02 JetContrailThin 507 ParticleSysBone = Engine01 SpectreAfterburnerTrail 508 ParticleSysBone = Engine02 SpectreAfterburnerTrail 509 ParticleSysBone = Engine01 SpectreEngineFlare 510 ParticleSysBone = Engine02 SpectreEngineFlare 511 End 512 513 514 ;----DAMAGED------------- 515 ConditionState = DOOR_1_OPENING DAMAGED 516 Model = AVSGunship_D 517 Animation = AVSGunship_D.AVSGunship_D 518 AnimationMode = ONCE 519 Flags = MAINTAIN_FRAME_ACROSS_STATES 520 ParticleSysBone = WingTip01 SpectreContrail 521 ParticleSysBone = WingTip02 SpectreContrail 522 ParticleSysBone = Smoke01 JetFireLarge 523 ParticleSysBone = Smoke02 JetFireLarge 524 ParticleSysBone = Smoke01 JetSmokeLarge 525 ParticleSysBone = Smoke02 JetSmokeLarge 526 End 527 528 ConditionState = DOOR_1_CLOSING DAMAGED 529 Model = AVSGunship_D 530 Animation = AVSGunship_D.AVSGunship_D 531 AnimationMode = ONCE_BACKWARDS 532 Flags = MAINTAIN_FRAME_ACROSS_STATES 533 ParticleSysBone = WingTip01 JetContrailThin 534 ParticleSysBone = WingTip02 JetContrailThin 535 ParticleSysBone = Engine01 SpectreAfterburnerTrail 536 ParticleSysBone = Engine02 SpectreAfterburnerTrail 537 ParticleSysBone = Engine01 SpectreEngineFlare 538 ParticleSysBone = Engine02 SpectreEngineFlare 539 ParticleSysBone = Smoke01 JetFireLarge 540 ParticleSysBone = Smoke02 JetFireLarge 541 ParticleSysBone = Smoke01 JetSmokeLarge 542 ParticleSysBone = Smoke02 JetSmokeLarge 543 End 544 545 546 ;----REALLY DAMAGED------------- 547 ConditionState = DOOR_1_OPENING REALLYDAMAGED 548 Model = AVSGunship_D 549 Animation = AVSGunship_D.AVSGunship_D 550 AnimationMode = ONCE 551 Flags = MAINTAIN_FRAME_ACROSS_STATES 552 ParticleSysBone = WingTip01 SpectreContrail 553 ParticleSysBone = WingTip02 SpectreContrail 554 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 555 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 556 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 557 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 558 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 559 ParticleSysBone = Smoke01 JetSmokeLarge 560 ParticleSysBone = Smoke02 SpectreSmokeLarge 561 ParticleSysBone = Smoke03 JetSmokeLarge 562 ParticleSysBone = Smoke04 SpectreSmokeLarge 563 End 564 565 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 566 Model = AVSGunship_D 567 Animation = AVSGunship_D.AVSGunship_D 568 AnimationMode = ONCE_BACKWARDS 569 Flags = MAINTAIN_FRAME_ACROSS_STATES 570 ParticleSysBone = WingTip01 JetContrailThin 571 ParticleSysBone = WingTip02 JetContrailThin 572 ParticleSysBone = Engine01 SpectreAfterburnerTrail 573 ParticleSysBone = Engine02 SpectreAfterburnerTrail 574 ParticleSysBone = Engine01 SpectreEngineFlare 575 ParticleSysBone = Engine02 SpectreEngineFlare 576 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 577 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 578 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 579 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 580 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 581 ParticleSysBone = Smoke01 JetSmokeLarge 582 ParticleSysBone = Smoke02 SpectreSmokeLarge 583 ParticleSysBone = Smoke03 JetSmokeLarge 584 ParticleSysBone = Smoke04 SpectreSmokeLarge 585 End 586 587 588 ConditionState = RUBBLE 589 Model = AVSGunship_D1 590 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 591 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 592 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 593 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 594 ParticleSysBone = Smoke01 SpectreSmokeLarge 595 ParticleSysBone = Smoke03 SpectreSmokeLarge 596 ParticleSysBone = Smoke02 SpectreSmokeLarge 597 ParticleSysBone = Smoke05 SpectreSmokeLarge 598 End 599 AliasConditionState = REALLYDAMAGED RUBBLE 600 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING 601 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING 602 603 604 605 OkToChangeModelColor = Yes 606 607 ParticlesAttachedToAnimatedBones = Yes 608 609 610 End 611 612 613 614 ; ***DESIGN parameters *** 615 DisplayName = OBJECT:SpectreGunship 616 EditorSorting = VEHICLE 617 Side = AmericaSuperWeaponGeneral 618 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 619 VisionRange = 300.0 620 ShroudClearingRange = 300 621 Prerequisites 622 Object = SupW_AmericaAirfield 623 End 624 625 ArmorSet 626 Conditions = None 627 Armor = SpectreGunshipArmor 628 DamageFX = None 629 End 630 ArmorSet 631 Conditions = PLAYER_UPGRADE 632 Armor = CountermeasuresSpectreGunshipArmor 633 DamageFX = None 634 End 635 636 637 WeaponSet 638 Conditions = None 639 Weapon = PRIMARY SpectreHowitzerGun 640 End 641 642 ExperienceValue = 50 100 150 400 ;Experience point value at each level 643 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 644 IsTrainable = No ;Not Player built, so no veterancy.............................. 645 646 ; *** AUDIO Parameters *** 647 VoiceSelect = SpectreGunshipVoiceSelect 648 VoiceAttack = SpectreGunshipVoiceAttack 649 VoiceMove = SpectreGunshipVoiceMove 650 SoundAmbient = SpectreGunshipAmbientLoop 651 SoundAmbientRubble = NoSound 652 UnitSpecificSounds 653 Afterburner = SpectreGunshipAfterburnerLoop 654 HowitzerFire = SpectreHowitzerWeapon 655 End 656 657 658 ; *** ENGINEERING Parameters *** 659 RadarPriority = UNIT 660 KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED 661 662 Body = ActiveBody ModuleTag_03 663 MaxHealth = 1000.0 664 InitialHealth = 1000.0 665 End 666 667 ExperienceValue = 40 40 40 40 ; Experience point value at each level 668 669 Behavior = JetSlowDeathBehavior ModuleTag_04 670 DestructionDelay = 99999999 ; destruction will happen when we 671 RollRate = 0.0 672 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 673 PitchRate = 0.0 674 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 675 FXInitialDeath = FX_SpectreGunshipExplosionLight 676 OCLInitialDeath = None 677 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 678 FXSecondary = FX_spectreDeathExplosion 679 OCLSecondary = None 680 FXHitGround = FX_spectreGunshipDeathExplosion 681 OCLHitGround = OCL_A10DeathHitGround 682 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 683 ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion 684 OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp 685 End 686 687 Behavior = PhysicsBehavior ModuleTag_05 688 Mass = 500.0 689 End 690 691 ;SCRIPTED SUPPORT: These special power is triggered directly 692 ;from the transport without creating a transport. This is done 693 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 694 ;which also prevents creating the payload transport. 695 696 Behavior = AIUpdateInterface ModuleTag_07 697 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player 698 End 699 Locomotor = SET_PANIC SpectreGunshipTransitLocomotor 700 Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor 701 702 Behavior = SpecialAbility ModuleTag_32 703 SpecialPowerTemplate = SuperweaponSpectreGunship 704 UpdateModuleStartsAttack = Yes 705 End 706 707 708 Behavior = SpectreGunshipUpdate ModuleTag_10 709 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke 710 SpecialPowerTemplate = SuperweaponSpectreGunship 711 HowitzerWeaponTemplate = SpectreHowitzerGun 712 GattlingTemplateName = SpectreGunshipGattlingCannon 713 RandomOffsetForHowitzer = 20 714 TargetingReticleRadius = 25 715 OrbitInsertionSlope = 0.7 ; steepness of orbit entry 716 GunshipOrbitRadius = 250 717 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer 718 HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same 719 StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes 720 AttackAreaRadius = 200 721 OrbitTime = 15000 ;20000 ;32000 ; thirty-two seconds 722 723 AttackAreaDecal 724 Texture = SCCSpecTarg 725 Style = SHADOW_ALPHA_DECAL 726 OpacityMin = 25% 727 OpacityMax = 50% 728 OpacityThrobTime = 1500 729 Color = R:127 G:177 B:222 A:255 730 OnlyVisibleToOwningPlayer = Yes 731 End 732 TargetingReticleDecal 733 Texture = SCCSpecRet 734 Style = SHADOW_ALPHA_DECAL 735 OpacityMin = 50% 736 OpacityMax = 100% 737 OpacityThrobTime = 300 738 Color = R:127 G:177 B:222 A:255 739 OnlyVisibleToOwningPlayer = Yes 740 End 741 End 742 743 744 745 746 747 Behavior = HelixContain ModuleTag_09 748 Slots = 1 749 DamagePercentToUnits = 100% 750 AllowInsideKindOf = PORTABLE_STRUCTURE 751 PassengersAllowedToFire = Yes 752 ShouldDrawPips = No 753 End 754 755 756 Behavior = FlammableUpdate ModuleTag_08 757 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 758 AflameDamageAmount = 3 ; taking this much damage... 759 AflameDamageDelay = 500 ; this often. 760 End 761 762 Behavior = ArmorUpgrade ModuleTag_Armor01 763 TriggeredBy = Upgrade_AmericaCountermeasures 764 End 765 766 Behavior = CountermeasuresBehavior ModuleTag_11 767 TriggeredBy = Upgrade_AmericaCountermeasures 768 FlareTemplateName = CountermeasureFlare 769 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 770 VolleySize = 4 ; Number of flares launched per volley (requires bones) 771 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 772 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 773 DelayBetweenVolleys = 1000 ; Time between flare volleys 774 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 775 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 776 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 777 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 778 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 779 End 780 781 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 782 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings 783 784 785 Geometry = Box 786 GeometryIsSmall = No 787 GeometryMajorRadius = 40.0 788 GeometryMinorRadius = 10.0 789 GeometryHeight = 10.0 790 Shadow = SHADOW_VOLUME 791 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 792 793 End 794 ;-------------------------------- 795 ;------------------------------------------------------------------------------ 796 Object SupW_SpectreGunshipGattlingCannon 797 798 ; *** ART Parameters *** 799 Draw = W3DDependencyModelDraw ModuleTag_01 800 OkToChangeModelColor = Yes 801 AttachToBoneInContainer = CHASIS 802 803 DefaultConditionState 804 Model = AVSGUNSHIP_GUN 805 TurretPitch = TURRETEL01 806 WeaponFireFXBone = PRIMARY Muzzle 807 WeaponFireFXBone = SECONDARY Muzzle 808 WeaponMuzzleFlash = PRIMARY MuzzleFX 809 WeaponMuzzleFlash = SECONDARY MuzzleFX 810 End 811 812 End 813 814 ; ***DESIGN parameters *** 815 Side = AmericaSuperWeaponGeneral 816 EditorSorting = SYSTEM 817 TransportSlotCount = 1 818 WeaponSet 819 Conditions = None 820 Weapon = PRIMARY SpectreGattlingGun 821 End 822 823 ArmorSet 824 Conditions = None 825 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 826 End 827 VisionRange = 200 828 829 ; *** AUDIO Parameters *** 830 UnitSpecificSounds 831 TurretMoveStart = NoSound 832 TurretMoveLoop = NoSound ;TurretMoveLoop 833 VoiceRapidFire = NoSound 834 End 835 836 ; *** ENGINEERING Parameters *** 837 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 838 Body = StructureBody ModuleTag_02 839 MaxHealth = 100.0 840 InitialHealth = 100.0 841 End 842 843 Behavior = AIUpdateInterface ModuleTag_03 844 Turret 845 ControlledWeaponSlots = PRIMARY 846 TurretTurnRate = 160 // turn rate, in degrees per sec 847 TurretPitchRate = 160 848 AllowsPitch = Yes 849 End 850 AutoAcquireEnemiesWhenIdle = No 851 End 852 853 Behavior = DestroyDie ModuleTag_04 854 ;nothing 855 End 856 857 Geometry = BOX 858 GeometryMajorRadius = 20.0 859 GeometryMinorRadius = 3.0 860 GeometryHeight = 3.0 861 GeometryIsSmall = No 862 Shadow = NONE 863 864 End 865 866 ;------------------------------------------------------------------------------ 867 Object SupW_SpectreGunshipHowitzer 868 869 ; *** ART Parameters *** 870 Draw = W3DModelDraw ModuleTag_01 871 OkToChangeModelColor = Yes 872 873 DefaultConditionState 874 Model = AVSGUNSHIP_GHOW 875 TurretPitch = TURRETEL01 876 WeaponFireFXBone = PRIMARY Muzzle 877 WeaponFireFXBone = SECONDARY Muzzle 878 WeaponMuzzleFlash = PRIMARY MuzzleFX 879 WeaponMuzzleFlash = SECONDARY MuzzleFX 880 End 881 882 End 883 884 ; ***DESIGN parameters *** 885 Side = AmericaSuperWeaponGeneral 886 EditorSorting = SYSTEM 887 TransportSlotCount = 1 888 WeaponSet 889 Conditions = None 890 Weapon = PRIMARY SpectreHowitzerGun 891 End 892 893 ArmorSet 894 Conditions = None 895 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 896 End 897 VisionRange = 200 898 899 ; *** AUDIO Parameters *** 900 UnitSpecificSounds 901 TurretMoveStart = NoSound 902 TurretMoveLoop = NoSound ;TurretMoveLoop 903 VoiceRapidFire = NoSound 904 End 905 906 ; *** ENGINEERING Parameters *** 907 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 908 Body = StructureBody ModuleTag_02 909 MaxHealth = 100.0 910 InitialHealth = 100.0 911 End 912 913 Behavior = AIUpdateInterface ModuleTag_03 914 Turret 915 ControlledWeaponSlots = PRIMARY SECONDARY 916 TurretTurnRate = 60 // turn rate, in degrees per sec 917 TurretPitchRate = 60 918 AllowsPitch = Yes 919 End 920 AutoAcquireEnemiesWhenIdle = No 921 End 922 923 Behavior = DestroyDie ModuleTag_04 924 ;nothing 925 End 926 927 Behavior = StealthDetectorUpdate ModuleTag_06 928 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 929 ;DetectionRange = ??? ; Defaults to VisionRange 930 CanDetectWhileContained = Yes 931 End 932 933 Geometry = BOX 934 GeometryMajorRadius = 13.0 935 GeometryMinorRadius = 13.0 936 GeometryHeight = 8.0 937 GeometryIsSmall = No 938 Shadow = NONE 939 940 End 941 942 943 944 945 946 947 948 949 950 ;------------------------------------------------------------------------------ 951 Object SupW_AmericaJetRaptor 952 953 ; *** ART Parameters *** 954 SelectPortrait = T21 955 ButtonImage = T21 956 957 UpgradeCameo1 = Upgrade_AmericaLaserMissiles 958 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 959 UpgradeCameo3 = Upgrade_AmericaCountermeasures 960 ;UpgradeCameo4 = NONE 961 ;UpgradeCameo5 = NONE 962 963 Draw = W3DModelDraw ModuleTag_01 964 965 DefaultConditionState 966 Model = avf16 967 HideSubObject = BurnerFX01 BurnerFX02 968 WeaponLaunchBone = PRIMARY WeaponA 969 End 970 971 ConditionState = JETEXHAUST 972 ; exhaust 973 ParticleSysBone = Wingtip01 JetContrail 974 ParticleSysBone = Wingtip02 JetContrail 975 End 976 977 ConditionState = JETEXHAUST JETAFTERBURNER 978 ; exhaust 979 ParticleSysBone = Wingtip01 JetContrail 980 ParticleSysBone = Wingtip02 JetContrail 981 ; afterburner 982 ShowSubObject = BurnerFX01 BurnerFX02 983 ParticleSysBone = Engine01 JetLenzflare 984 ParticleSysBone = Engine02 JetLenzflare 985 End 986 987 ConditionState = REALLYDAMAGED 988 Model = avf16 989 ; damage 990 ParticleSysBone = Smoke01 JetSmoke 991 ParticleSysBone = Engine01 JetEngineDamagedSmoke 992 End 993 994 ConditionState = REALLYDAMAGED JETEXHAUST 995 Model = avf16 996 ; damage 997 ParticleSysBone = Smoke01 JetSmoke 998 ParticleSysBone = Engine01 JetEngineDamagedSmoke 999 ; exhaust 1000 ParticleSysBone = Wingtip01 JetContrail 1001 ParticleSysBone = Wingtip02 JetContrail 1002 End 1003 1004 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 1005 Model = avf16 1006 ; damage 1007 ParticleSysBone = Smoke01 JetSmoke 1008 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1009 ; afterburner 1010 ShowSubObject = BurnerFX01 BurnerFX02 1011 ParticleSysBone = Engine01 JetLenzflare 1012 ParticleSysBone = Engine02 JetLenzflare 1013 ; exhaust 1014 ParticleSysBone = Wingtip01 JetContrail 1015 ParticleSysBone = Wingtip02 JetContrail 1016 End 1017 1018 ConditionState = RUBBLE 1019 Model = avf16 1020 HideSubObject = None 1021 ShowSubObject = None 1022 End 1023 1024 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 1025 Model = avf16 1026 ;HideSubObject is needed cause there're inherited from default condition state 1027 HideSubObject = None 1028 ShowSubObject = None 1029 ParticleSysBone = Engine01 JetExhaust 1030 ParticleSysBone = Engine02 JetExhaust 1031 ; exhaust 1032 ParticleSysBone = Wingtip01 JetContrail 1033 ParticleSysBone = Wingtip02 JetContrail 1034 End 1035 1036 OkToChangeModelColor = Yes 1037 1038 End 1039 1040 ; ***DESIGN parameters *** 1041 DisplayName = OBJECT:Raptor 1042 EditorSorting = VEHICLE 1043 Side = AmericaSuperWeaponGeneral 1044 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1045 VisionRange = 200.0 1046 ShroudClearingRange = 400 1047 Prerequisites 1048 Object = SupW_AmericaAirfield 1049 End 1050 1051 WeaponSet 1052 Conditions = None 1053 Weapon = PRIMARY RaptorJetMissileWeapon 1054 End 1055 WeaponSet 1056 Conditions = PLAYER_UPGRADE 1057 Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon 1058 End 1059 ArmorSet 1060 Conditions = None 1061 Armor = AirplaneArmor 1062 DamageFX = None 1063 End 1064 ArmorSet 1065 Conditions = PLAYER_UPGRADE 1066 Armor = CountermeasuresAirplaneArmor 1067 DamageFX = None 1068 End 1069 1070 1071 BuildCost = 1400 1072 BuildTime = 20 1073 ExperienceValue = 50 50 100 150 ;Experience point value at each level 1074 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 1075 IsTrainable = Yes ;Can gain experience 1076 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1077 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1078 CommandSet = AmericaJetRaptorCommandSet 1079 1080 ; *** AUDIO Parameters *** 1081 VoiceSelect = RaptorVoiceSelect 1082 VoiceMove = RaptorVoiceMove 1083 VoiceAttack = RaptorVoiceAttack 1084 VoiceAttackAir = RaptorVoiceAttackAir 1085 VoiceGuard = RaptorVoiceAirPatrol 1086 SoundAmbient = RaptorAmbientLoop 1087 SoundAmbientRubble = NoSound 1088 ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield 1089 ; SoundAmbient = NoSound 1090 UnitSpecificSounds 1091 VoiceCreate = RaptorVoiceCreate 1092 SoundEject = PilotSoundEject 1093 VoiceEject = PilotVoiceEject 1094 Afterburner = RaptorAfterburner 1095 VoiceLowFuel = RaptorVoiceLowFuel 1096 VoiceGarrison = RaptorVoiceMove 1097 End 1098 1099 ; *** ENGINEERING Parameters *** 1100 RadarPriority = UNIT 1101 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 1102 Body = ActiveBody ModuleTag_02 1103 MaxHealth = 160.0 1104 InitialHealth = 160.0 1105 End 1106 1107 Behavior = WeaponSetUpgrade ModuleTag_03 1108 TriggeredBy = Upgrade_AmericaLaserMissiles 1109 End 1110 Behavior = ArmorUpgrade ModuleTag_Armor01 1111 TriggeredBy = Upgrade_AmericaCountermeasures 1112 End 1113 1114 Behavior = CountermeasuresBehavior ModuleTag_10 1115 TriggeredBy = Upgrade_AmericaCountermeasures 1116 FlareTemplateName = CountermeasureFlare 1117 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1118 VolleySize = 3 ; Number of flares launched per volley (requires bones) 1119 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1120 VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value. 1121 DelayBetweenVolleys = 1000 ; Time between flare volleys 1122 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1123 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1124 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1125 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1126 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1127 End 1128 1129 Behavior = ExperienceScalarUpgrade ModuleTag_04 1130 TriggeredBy = Upgrade_AmericaAdvancedTraining 1131 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1132 End 1133 1134 Behavior = JetSlowDeathBehavior ModuleTag_05 1135 FXOnGroundDeath = FX_JetOnGroundDeath 1136 OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp 1137 DestructionDelay = 99999999; destruction will happen when we 1138 RollRate = 0.2 1139 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1140 PitchRate = 0.0 1141 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1142 FXInitialDeath = FX_RaptorDeathInitial 1143 OCLInitialDeath = OCL_RaptorDeathInitial 1144 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1145 FXSecondary = FX_JetDeathSecondary 1146 OCLSecondary = OCL_RaptorDeathSecondary 1147 FXHitGround = FX_JetDeathHitGround 1148 OCLHitGround = OCL_RaptorDeathHitGround 1149 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1150 FXFinalBlowUp = FX_JetDeathFinalBlowUp 1151 OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp 1152 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1153 End 1154 Behavior = EjectPilotDie ModuleTag_06 1155 ExemptStatus = HIJACKED 1156 GroundCreationList = OCL_EjectPilotOnGround 1157 AirCreationList = OCL_EjectPilotViaParachute 1158 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 1159 End 1160 1161 Behavior = PhysicsBehavior ModuleTag_07 1162 Mass = 500.0 1163 End 1164 1165 Behavior = TransitionDamageFX ModuleTag_08 1166 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1167 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 1168 End 1169 1170 Behavior = JetAIUpdate ModuleTag_09 1171 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 1172 ; note that it's expressed as a percent of max health, not an absolute 1173 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 1174 TakeoffPause = 500 1175 MinHeight = 5 1176 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors 1177 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 1178 End 1179 Locomotor = SET_NORMAL RaptorJetLocomotor 1180 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 1181 1182 Behavior = FlammableUpdate ModuleTag_21 1183 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1184 AflameDamageAmount = 3 ; taking this much damage... 1185 AflameDamageDelay = 500 ; this often. 1186 End 1187 1188 1189 Geometry = Box 1190 GeometryIsSmall = Yes 1191 GeometryMajorRadius = 14.0 1192 GeometryMinorRadius = 7.0 1193 GeometryHeight = 5.0 1194 Shadow = SHADOW_VOLUME 1195 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. 1196 1197 End 1198 1199 1200 1201 1202 ;------------------------------------------------------------------------------ 1203 Object SupW_AmericaJetB52 1204 1205 ; *** ART Parameters *** 1206 Draw = W3DModelDraw ModuleTag_01 1207 DefaultConditionState 1208 Model = AVBomber 1209 ParticleSysBone = Engine00 JetBlackTrailThin 1210 ParticleSysBone = Engine02 JetBlackTrailThin 1211 ParticleSysBone = Engine03 JetBlackTrailThin 1212 ParticleSysBone = Engine04 JetBlackTrailThin 1213 ParticleSysBone = WingTip01 JetContrailThin 1214 ParticleSysBone = WingTip02 JetContrailThin 1215 End 1216 ConditionState = DAMAGED 1217 Model = AVBomber_D 1218 ParticleSysBone = Smoke01 JetFireLarge 1219 ParticleSysBone = Smoke02 JetFireLarge 1220 ParticleSysBone = Engine00 JetBlackTrailThin 1221 ParticleSysBone = Engine02 JetBlackTrailThin 1222 ParticleSysBone = Engine03 JetBlackTrailThin 1223 ParticleSysBone = Engine04 JetBlackTrailThin 1224 ParticleSysBone = Smoke01 JetSmokeLarge 1225 ParticleSysBone = Smoke02 JetSmokeLarge 1226 End 1227 ConditionState = REALLYDAMAGED 1228 Model = AVBomber_D 1229 ParticleSysBone = Smoke01 JetFireLarge 1230 ParticleSysBone = Smoke02 JetFireLarge 1231 ParticleSysBone = Engine00 JetBlackTrailThin 1232 ParticleSysBone = Engine02 JetBlackTrailThin 1233 ParticleSysBone = Engine03 JetBlackTrailThin 1234 ParticleSysBone = Engine04 JetBlackTrailThin 1235 ParticleSysBone = Smoke01 JetSmokeLarge 1236 ParticleSysBone = Smoke02 JetSmokeLarge 1237 End 1238 ConditionState = RUBBLE 1239 Model = AVBomber_D1 1240 ParticleSysBone = Smoke01 JetFireLarge 1241 ParticleSysBone = Smoke02 JetFireLarge 1242 ParticleSysBone = Smoke01 JetSmokeLarge 1243 ParticleSysBone = Smoke02 JetSmokeLarge 1244 End 1245 OkToChangeModelColor = Yes 1246 End 1247 1248 Draw = W3DModelDraw ModuleTag_02 1249 DefaultConditionState 1250 Model = AVBomber_A2U 1251 Animation = AVBomber_A2K.AVBomber_A2 1252 AnimationMode = MANUAL 1253 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1254 End 1255 ConditionState = DOOR_1_OPENING 1256 Animation = AVBomber_A2K.AVBomber_A2 1257 AnimationMode = ONCE 1258 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1259 End 1260 ConditionState = DOOR_1_CLOSING 1261 Animation = AVBomber_A2K.AVBomber_A2 1262 AnimationMode = ONCE_BACKWARDS 1263 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 1264 End 1265 1266 ConditionState = REALLYDAMAGED 1267 Model = AVBomber_A2DU 1268 Animation = AVBomber_A2K.AVBomber_A2 1269 AnimationMode = MANUAL 1270 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1271 End 1272 ConditionState = DOOR_1_OPENING REALLYDAMAGED 1273 Model = AVBomber_A2DU 1274 Animation = AVBomber_A2K.AVBomber_A2 1275 AnimationMode = ONCE 1276 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1277 End 1278 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 1279 Model = AVBomber_A2DU 1280 Animation = AVBomber_A2K.AVBomber_A2 1281 AnimationMode = ONCE_BACKWARDS 1282 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 1283 End 1284 End 1285 1286 ; ***DESIGN parameters *** 1287 DisplayName = OBJECT:B52 1288 EditorSorting = VEHICLE 1289 Side = AmericaSuperWeaponGeneral 1290 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1291 VisionRange = 0.0 1292 ArmorSet 1293 Conditions = None 1294 Armor = AirplaneArmor 1295 DamageFX = TankDamageFX 1296 End 1297 ArmorSet 1298 Conditions = PLAYER_UPGRADE 1299 Armor = CountermeasuresAirplaneArmor 1300 DamageFX = None 1301 End 1302 CommandSet = Command_ScriptedTransportDrops 1303 1304 ; *** AUDIO Parameters *** 1305 SoundAmbient = B52AmbientLoop 1306 SoundAmbientRubble = NoSound 1307 1308 ; *** ENGINEERING Parameters *** 1309 RadarPriority = UNIT 1310 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED 1311 Body = ActiveBody ModuleTag_03 1312 MaxHealth = 1000.0 1313 InitialHealth = 1000.0 1314 End 1315 1316 ExperienceValue = 50 50 50 50 ; Experience point value at each level 1317 1318 ;SCRIPTED SUPPORT: These special powers are triggered directly 1319 ;from the transport without creating a transport. This is done 1320 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 1321 ;which also prevents creating the payload transport. 1322 Behavior = OCLSpecialPower ModuleTag_04 1323 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 1324 OCL = SUPERWEAPON_DaisyCutter 1325 CreateLocation = USE_OWNER_OBJECT 1326 ScriptedSpecialPowerOnly = Yes 1327 End 1328 Behavior = OCLSpecialPower ModuleTag_05 1329 SpecialPowerTemplate = SuperweaponParadropAmerica 1330 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 1331 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 1332 OCL = SUPERWEAPON_Paradrop1 1333 CreateLocation = USE_OWNER_OBJECT 1334 ScriptedSpecialPowerOnly = Yes 1335 End 1336 Behavior = OCLSpecialPower ModuleTag_06 1337 SpecialPowerTemplate = SuperweaponCarpetBomb 1338 OCL = SUPERWEAPON_CarpetBomb 1339 CreateLocation = USE_OWNER_OBJECT 1340 ScriptedSpecialPowerOnly = Yes 1341 End 1342 1343 Behavior = PhysicsBehavior ModuleTag_07 1344 Mass = 500.0 1345 End 1346 1347 Behavior = DeliverPayloadAIUpdate ModuleTag_08 1348 DoorDelay = 500 1349 MaxAttempts = 4 1350 DropOffset = X:0 Y:0 Z:-10 1351 DropDelay = 300 ; time in between each item dropped (if more than one) 1352 PutInContainer = AmericaParachute 1353 DeliveryDistance = 150 1354 End 1355 Locomotor = SET_NORMAL B52Locomotor 1356 1357 Behavior = TransportContain ModuleTag_09 1358 Slots = 100 ; hey, it's a BIG transport 1359 ScatterNearbyOnExit = No 1360 OrientLikeContainerOnExit = Yes 1361 KeepContainerVelocityOnExit = Yes 1362 ExitPitchRate = 30 1363 ExitBone = WeaponA01 1364 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 1365 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 1366 NumberOfExitPaths = 0 1367 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 1368 End 1369 1370 Behavior = JetSlowDeathBehavior ModuleTag_10 1371 DestructionDelay = 2000 1372 RollRate = 0.0 1373 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1374 PitchRate = 0 1375 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1376 FXInitialDeath = FX_JetBigDeathInitial 1377 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 1378 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 1379 OCLSecondary = OCL_AmericaJetCargoHulkDeath 1380 FXSecondary = FX_BigPlaneDeath 1381 ; FXFinalBlowUp = FX_JetDeathFinalBlowUp 1382 ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 1383 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1384 End 1385 1386 Behavior = TransitionDamageFX ModuleTag_11 1387 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 1388 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 1389 End 1390 1391 Behavior = ArmorUpgrade ModuleTag_Armor01 1392 TriggeredBy = Upgrade_AmericaCountermeasures 1393 End 1394 1395 Behavior = CountermeasuresBehavior ModuleTag_12 1396 TriggeredBy = Upgrade_AmericaCountermeasures 1397 FlareTemplateName = CountermeasureFlare 1398 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1399 VolleySize = 4 ; Number of flares launched per volley (requires bones) 1400 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1401 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1402 DelayBetweenVolleys = 1000 ; Time between flare volleys 1403 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 1404 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1405 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1406 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1407 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1408 End 1409 1410 Geometry = Box 1411 GeometryIsSmall = No 1412 GeometryMajorRadius = 60.0 1413 GeometryMinorRadius = 10.0 1414 GeometryHeight = 10.0 1415 Shadow = SHADOW_VOLUME 1416 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1417 1418 End 1419 1420 1421 1422 1423 1424 1425 1426 ;----------------------¸ÄΪF15-------------------------------------------------------- 1427 Object SupW_AmericaJetAurora 1428 1429 ; *** ART Parameters *** 1430 SelectPortrait = T17 1431 ButtonImage = T17 1432 1433 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 1434 UpgradeCameo2 = Upgrade_AmericaCountermeasures 1435 ;UpgradeCameo3 = NONE 1436 ;UpgradeCameo4 = NONE 1437 ;UpgradeCameo5 = NONE 1438 1439 Draw = W3DModelDraw ModuleTag_01 1440 1441 DefaultConditionState 1442 Model = F-15 1443 HideSubObject = BurnerFX01 BurnerFX02 1444 WeaponLaunchBone = PRIMARY WeaponA 1445 End 1446 1447 ConditionState = JETEXHAUST 1448 ; exhaust 1449 ParticleSysBone = Wingtip01 JetContrail 1450 ParticleSysBone = Wingtip02 JetContrail 1451 End 1452 1453 ConditionState = JETEXHAUST JETAFTERBURNER 1454 ; exhaust 1455 ParticleSysBone = Wingtip01 JetContrail 1456 ParticleSysBone = Wingtip02 JetContrail 1457 ; afterburner 1458 ShowSubObject = BurnerFX01 BurnerFX02 1459 ParticleSysBone = Engine01 JetLenzflare 1460 ParticleSysBone = Engine02 JetLenzflare 1461 End 1462 1463 ConditionState = REALLYDAMAGED 1464 Model = F-15 1465 ; damage 1466 ParticleSysBone = Smoke01 JetSmoke 1467 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1468 End 1469 1470 ConditionState = REALLYDAMAGED JETEXHAUST 1471 Model = F-15 1472 ; damage 1473 ParticleSysBone = NONE NONE 1474 ParticleSysBone = NONE NONE 1475 ; exhaust 1476 ParticleSysBone = Wingtip01 JetContrail 1477 ParticleSysBone = Wingtip02 JetContrail 1478 End 1479 1480 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 1481 Model = F-15 1482 ; damage 1483 ParticleSysBone = NONE NONE 1484 ParticleSysBone = NONE NONE 1485 ; afterburner 1486 ShowSubObject = BurnerFX01 BurnerFX02 1487 ParticleSysBone = Engine01 JetLenzflare 1488 ParticleSysBone = Engine02 JetLenzflare 1489 ; exhaust 1490 ParticleSysBone = Wingtip01 JetContrail 1491 ParticleSysBone = Wingtip02 JetContrail 1492 End 1493 1494 ConditionState = RUBBLE 1495 Model = F-15 1496 HideSubObject = None 1497 ShowSubObject = None 1498 End 1499 1500 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 1501 Model = F-15 1502 ;HideSubObject is needed cause there're inherited from default condition state 1503 HideSubObject = None 1504 ShowSubObject = None 1505 ParticleSysBone = Engine01 JetExhaust 1506 ParticleSysBone = Engine02 JetExhaust 1507 ; exhaust 1508 ParticleSysBone = Wingtip01 JetContrail 1509 ParticleSysBone = Wingtip02 JetContrail 1510 End 1511 1512 OkToChangeModelColor = Yes 1513 End 1514 1515 ; ***DESIGN parameters *** 1516 DisplayName = OBJECT:SupW_Aurora 1517 EditorSorting = VEHICLE 1518 Side = AmericaSuperWeaponGeneral 1519 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1520 VisionRange = 180.0 1521 ShroudClearingRange = 600 1522 Prerequisites 1523 Object = SupW_AmericaAirfield 1524 Object = SupW_AmericaStrategyCenter 1525 End 1526 BuildCost = 2000 1527 BuildTime = 30.0 ;in seconds 1528 WeaponSet 1529 Conditions = None 1530 Weapon = PRIMARY SupW_AuroraFuelBombWeapon 1531 End 1532 ArmorSet 1533 Conditions = None 1534 Armor = AirplaneArmor 1535 DamageFX = None 1536 End 1537 ArmorSet 1538 Conditions = PLAYER_UPGRADE 1539 Armor = CountermeasuresAirplaneArmor 1540 DamageFX = None 1541 End 1542 1543 ExperienceValue = 200 200 400 400 ;Experience point value at each level 1544 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 1545 IsTrainable = Yes ;Can gain experience 1546 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1547 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1548 CommandSet = SupW_AmericaJetAuroraCommandSet 1549 1550 ; *** AUDIO Parameters *** 1551 VoiceSelect = AuroraBomberVoiceSelect 1552 VoiceMove = AuroraBomberVoiceMove 1553 VoiceGuard = AuroraBomberVoiceMove 1554 VoiceAttack = AuroraBomberVoiceAttack 1555 SoundAmbient = AuroraBomberAmbientLoop 1556 SoundAmbientRubble = NoSound 1557 UnitSpecificSounds 1558 VoiceCreate = AuroraBomberVoiceCreate 1559 SoundEject = PilotSoundEject 1560 VoiceEject = PilotVoiceEject 1561 Afterburner = RaptorAfterburner 1562 VoiceLowFuel = AuroraBomberVoiceLowFuel 1563 VoiceGarrison = AuroraBomberVoiceMove 1564 End 1565 1566 ; *** ENGINEERING Parameters *** 1567 RadarPriority = UNIT 1568 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 1569 Body = ActiveBody ModuleTag_02 1570 MaxHealth = 80.0 1571 InitialHealth = 80.0 1572 End 1573 1574 Behavior = JetSlowDeathBehavior ModuleTag_03 1575 FXOnGroundDeath = FX_JetOnGroundDeath 1576 OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp 1577 DestructionDelay = 99999999; destruction will happen when we 1578 RollRate = 0.2 1579 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1580 PitchRate = 0.0 1581 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1582 FXInitialDeath = FX_AuroraDeathInitial 1583 ;OCLInitialDeath = None 1584 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1585 FXSecondary = FX_JetDeathSecondary 1586 ;OCLSecondary = None 1587 FXHitGround = FX_JetDeathHitGround 1588 ;OCLHitGround = None 1589 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1590 FXFinalBlowUp = FX_JetDeathFinalBlowUp 1591 OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 1592 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1593 End 1594 Behavior = EjectPilotDie ModuleTag_04 1595 GroundCreationList = OCL_EjectPilotOnGround 1596 AirCreationList = OCL_EjectPilotViaParachute 1597 ExemptStatus = HIJACKED 1598 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 1599 End 1600 1601 Behavior = PhysicsBehavior ModuleTag_05 1602 Mass = 500.0 1603 End 1604 1605 Behavior = ExperienceScalarUpgrade ModuleTag_06 1606 TriggeredBy = Upgrade_AmericaAdvancedTraining 1607 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1608 End 1609 1610 Behavior = JetAIUpdate ModuleTag_07 1611 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 1612 ; note that it's expressed as a percent of max health, not an absolute 1613 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 1614 TakeoffPause = 500 1615 MinHeight = 5 1616 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode 1617 AttackLocomotorType = SET_SUPERSONIC 1618 AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately 1619 AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer 1620 ReturnForAmmoLocomotorType = SET_SLUGGISH 1621 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 1622 End 1623 Locomotor = SET_NORMAL AuroraJetLocomotor 1624 Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor 1625 Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor 1626 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 1627 1628 Behavior = ArmorUpgrade ModuleTag_Armor01 1629 TriggeredBy = Upgrade_AmericaCountermeasures 1630 End 1631 1632 Behavior = CountermeasuresBehavior ModuleTag_10 1633 TriggeredBy = Upgrade_AmericaCountermeasures 1634 FlareTemplateName = CountermeasureFlare 1635 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1636 VolleySize = 2 ; Number of flares launched per volley (requires bones) 1637 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1638 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1639 DelayBetweenVolleys = 1000 ; Time between flare volleys 1640 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1641 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1642 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1643 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1644 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1645 End 1646 1647 Behavior = FlammableUpdate ModuleTag_21 1648 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1649 AflameDamageAmount = 3 ; taking this much damage... 1650 AflameDamageDelay = 500 ; this often. 1651 End 1652 1653 Behavior = TransitionDamageFX ModuleTag_22 1654 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1655 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 1656 End 1657 1658 1659 Geometry = Box 1660 GeometryIsSmall = Yes 1661 GeometryMajorRadius = 14.0 1662 GeometryMinorRadius = 7.0 1663 GeometryHeight = 5.0 1664 Shadow = SHADOW_VOLUME 1665 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1666 1667 End 1668 1669 ;------------------------------------------------------------------------------ 1670 Object SupW_AmericaJetStealthFighter 1671 1672 ; *** ART Parameters *** 1673 SelectPortrait = SAStealth_L 1674 ButtonImage = SAStealth 1675 1676 UpgradeCameo1 = Upgrade_AmericaLaserMissiles 1677 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 1678 UpgradeCameo3 = Upgrade_AmericaCountermeasures 1679 UpgradeCameo4 = Upgrade_AmericaBunkerBusters 1680 ;UpgradeCameo5 = NONE 1681 1682 Draw = W3DModelDraw ModuleTag_01 1683 1684 DefaultConditionState 1685 Model = AVStealth 1686 HideSubObject = BurnerFX03 BurnerFX04 1687 WeaponLaunchBone = PRIMARY WeaponA 1688 End 1689 1690 ConditionState = JETEXHAUST 1691 ParticleSysBone = Wingtip01 JetContrail 1692 ParticleSysBone = Wingtip02 JetContrail 1693 End 1694 1695 ConditionState = JETEXHAUST JETAFTERBURNER 1696 ; exhaust 1697 ParticleSysBone = Wingtip01 JetContrail 1698 ParticleSysBone = Wingtip02 JetContrail 1699 ; afterburners 1700 ShowSubObject = BurnerFX03 BurnerFX04 1701 ParticleSysBone = Engine01 JetLenzflare 1702 ParticleSysBone = Engine02 JetLenzflare 1703 End 1704 1705 ConditionState = REALLYDAMAGED 1706 Model = AVStealth_D 1707 ; damage 1708 ParticleSysBone = Smoke01 JetSmoke 1709 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1710 End 1711 1712 ConditionState = REALLYDAMAGED JETEXHAUST 1713 Model = AVStealth_D 1714 ; damage 1715 ParticleSysBone = Smoke01 JetSmoke 1716 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1717 ; exhaust 1718 ParticleSysBone = Wingtip01 JetContrail 1719 ParticleSysBone = Wingtip02 JetContrail 1720 End 1721 1722 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 1723 Model = AVStealth_D 1724 ; damage 1725 ParticleSysBone = Smoke01 JetSmoke 1726 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1727 ; exhaust 1728 ParticleSysBone = Wingtip01 JetContrail 1729 ParticleSysBone = Wingtip02 JetContrail 1730 ; afterburners 1731 ShowSubObject = BurnerFX03 BurnerFX04 1732 ParticleSysBone = Engine01 JetLenzflare 1733 ParticleSysBone = Engine02 JetLenzflare 1734 End 1735 1736 ConditionState = RUBBLE 1737 Model = AVStealth_D1 1738 HideSubObject = None 1739 ShowSubObject = None 1740 End 1741 1742 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 1743 Model = AVStealth_D1 1744 ;HideSubObject is needed cause there're inherited from default condition state 1745 HideSubObject = None 1746 ShowSubObject = None 1747 ParticleSysBone = Engine01 JetExhaust 1748 ParticleSysBone = Engine02 JetExhaust 1749 ParticleSysBone = Wingtip01 JetContrail 1750 ParticleSysBone = Wingtip02 JetContrail 1751 End 1752 1753 OkToChangeModelColor = Yes 1754 1755 End 1756 1757 ; ***DESIGN parameters *** 1758 DisplayName = OBJECT:StealthFighter 1759 EditorSorting = VEHICLE 1760 Side = AmericaSuperWeaponGeneral 1761 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1762 VisionRange = 180.0 1763 ShroudClearingRange = 300.0 1764 Prerequisites 1765 Object = SupW_AmericaAirfield 1766 Science = SCIENCE_StealthFighter 1767 End 1768 WeaponSet 1769 Conditions = None 1770 Weapon = PRIMARY StealthJetMissileWeapon 1771 End 1772 WeaponSet 1773 Conditions = PLAYER_UPGRADE 1774 Weapon = PRIMARY StealthJetLaserGuidedMissileWeapon 1775 End 1776 ArmorSet 1777 Conditions = None 1778 Armor = AirplaneArmor 1779 DamageFX = None 1780 End 1781 ArmorSet 1782 Conditions = PLAYER_UPGRADE 1783 Armor = CountermeasuresAirplaneArmor 1784 DamageFX = None 1785 End 1786 1787 BuildCost = 1600 1788 BuildTime = 25.0 ;in seconds 1789 ExperienceValue = 100 100 200 300 ;Experience point value at each level 1790 ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level 1791 IsTrainable = Yes ;Can gain experience 1792 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1793 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1794 CommandSet = AmericaJetStealthFighterCommandSet 1795 1796 ; *** AUDIO Parameters *** 1797 VoiceSelect = StealthFighterVoiceSelect 1798 VoiceMove = StealthFighterVoiceMove 1799 VoiceAttack = StealthFighterVoiceAttack 1800 VoiceAttackAir = StealthFighterVoiceAttackAir 1801 VoiceGuard = StealthFighterVoiceAirPatrol 1802 SoundAmbient = StealthFighterAmbientLoop 1803 SoundAmbientRubble = NoSound 1804 SoundStealthOn = StealthOn 1805 SoundStealthOff = StealthOff 1806 UnitSpecificSounds 1807 VoiceCreate = StealthFighterVoiceCreate 1808 SoundEject = PilotSoundEject 1809 VoiceEject = PilotVoiceEject 1810 Afterburner = RaptorAfterburner 1811 VoiceLowFuel = AuroraBomberVoiceLowFuel 1812 VoiceGarrison = StealthFighterVoiceMove 1813 End 1814 1815 ; *** ENGINEERING Parameters *** 1816 RadarPriority = LOCAL_UNIT_ONLY 1817 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 1818 Body = ActiveBody ModuleTag_02 1819 MaxHealth = 120.0 1820 InitialHealth = 120.0 1821 End 1822 1823 Behavior = JetSlowDeathBehavior ModuleTag_03 1824 FXOnGroundDeath = FX_JetOnGroundDeath 1825 OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp 1826 DestructionDelay = 99999999; destruction will happen when we 1827 RollRate = 0.2 1828 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1829 PitchRate = 0.0 1830 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1831 FXInitialDeath = FX_StealthFighterDeathInitial 1832 ;OCLInitialDeath = None 1833 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1834 FXSecondary = FX_JetDeathSecondary 1835 ;OCLSecondary = None 1836 FXHitGround = FX_JetDeathHitGround 1837 ;OCLHitGround = None 1838 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1839 FXFinalBlowUp = FX_JetDeathFinalBlowUp 1840 OCLFinalBlowUp = OCL_StealthDeathFinalBlowUp 1841 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1842 End 1843 Behavior = EjectPilotDie ModuleTag_04 1844 GroundCreationList = OCL_EjectPilotOnGround 1845 AirCreationList = OCL_EjectPilotViaParachute 1846 ExemptStatus = HIJACKED 1847 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 1848 End 1849 1850 Behavior = PhysicsBehavior ModuleTag_05 1851 Mass = 500.0 1852 End 1853 1854 Behavior = JetAIUpdate ModuleTag_06 1855 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 1856 ; note that it's expressed as a percent of max health, not an absolute 1857 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 1858 TakeoffPause = 500 1859 MinHeight = 5 1860 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 1861 End 1862 1863 Behavior = WeaponSetUpgrade ModuleTag_07 1864 TriggeredBy = Upgrade_AmericaLaserMissiles 1865 End 1866 1867 Behavior = ExperienceScalarUpgrade ModuleTag_08 1868 TriggeredBy = Upgrade_AmericaAdvancedTraining 1869 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1870 End 1871 1872 Behavior = StealthUpdate ModuleTag_09 1873 StealthDelay = 1500 ; msec 1874 StealthForbiddenConditions = FIRING_PRIMARY 1875 ; not currently used... but maybe someday? (srj) 1876 ;RevealDistanceFromTarget = 0.0f 1877 FriendlyOpacityMin = 50.0% 1878 FriendlyOpacityMax = 100.0% 1879 InnateStealth = Yes 1880 OrderIdleEnemiesToAttackMeUponReveal = Yes 1881 End 1882 1883 Behavior = ArmorUpgrade ModuleTag_Armor01 1884 TriggeredBy = Upgrade_AmericaCountermeasures 1885 End 1886 1887 Behavior = CountermeasuresBehavior ModuleTag_10 1888 TriggeredBy = Upgrade_AmericaCountermeasures 1889 FlareTemplateName = CountermeasureFlare 1890 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1891 VolleySize = 2 ; Number of flares launched per volley (requires bones) 1892 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1893 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1894 DelayBetweenVolleys = 1000 ; Time between flare volleys 1895 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1896 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1897 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1898 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1899 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1900 End 1901 1902 Locomotor = SET_NORMAL StealthJetLocomotor 1903 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 1904 1905 Behavior = FlammableUpdate ModuleTag_21 1906 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1907 AflameDamageAmount = 3 ; taking this much damage... 1908 AflameDamageDelay = 500 ; this often. 1909 End 1910 1911 Behavior = TransitionDamageFX ModuleTag_22 1912 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1913 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 1914 End 1915 1916 1917 Geometry = Cylinder 1918 GeometryIsSmall = Yes 1919 GeometryMajorRadius = 7.0 1920 GeometryMinorRadius = 7.0 1921 GeometryHeight = 7.0 1922 Shadow = SHADOW_VOLUME 1923 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1924 1925 End 1926 1927 ;------------------------¸ÄΪСÄñ------------------------------------------------------ 1928 Object SupW_AmericaVehicleComanche 1929 1930 ; *** ART Parameters *** 1931 SelectPortrait = T10 1932 ButtonImage = T10 1933 1934 UpgradeCameo1 = Upgrade_ComancheRocketPods 1935 ;UpgradeCameo2 = NONE 1936 ;UpgradeCameo3 = NONE 1937 ;UpgradeCameo4 = NONE 1938 ;UpgradeCameo5 = NONE 1939 1940 Draw = W3DModelDraw ModuleTag_01 ; Helicopter 1941 1942 ExtraPublicBone = RopeStart 1943 ExtraPublicBone = RopeEnd 1944 1945 DefaultConditionState 1946 Model = LittleBird 1947 Animation = LittleBird.LittleBird 1948 AnimationMode = LOOP 1949 End 1950 1951 ConditionState = REALLYDAMAGED 1952 Model = LittleBird 1953 Animation = LittleBird.LittleBird 1954 AnimationMode = LOOP 1955 End 1956 1957 ConditionState = RUBBLE 1958 Model = LittleBird 1959 Animation = LittleBird.LittleBird 1960 AnimationMode = LOOP 1961 End 1962 1963 ConditionState = RUBBLE SPECIAL_DAMAGED 1964 Model = LittleBird 1965 HideSubObject = Props01 1966 HideSubObject = Props02 1967 End 1968 1969 OkToChangeModelColor = Yes 1970 End 1971 1972 Draw = W3DModelDraw ModuleTag_02 ; Cargo net 1973 ConditionState = NONE 1974 Model = None ; Nothing here 1975 TransitionKey = TRANS_Empty 1976 WaitForStateToFinishIfPossible = TRANS_Unloading 1977 End 1978 1979 ConditionState = DYING 1980 Model = None ; Nothing here 1981 End 1982 AliasConditionState = RUBBLE 1983 AliasConditionState = CARRYING RUBBLE 1984 AliasConditionState = DOCKING RUBBLE 1985 AliasConditionState = DOCKING CARRYING RUBBLE 1986 1987 ConditionState = CARRYING 1988 Model = AVChinook_A ;Carrying a full wobbly net of stuff 1989 Animation = AVChinook_A.AVChinook_A 1990 AnimationMode = LOOP 1991 TransitionKey = TRANS_Full 1992 WaitForStateToFinishIfPossible = TRANS_PickingUp 1993 End 1994 1995 ConditionState = DOCKING 1996 Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff 1997 Animation = AVChinook_A1SK.AVChinook_A1 1998 AnimationMode = ONCE_BACKWARDS 1999 Flags = START_FRAME_LAST 2000 AnimationSpeedFactorRange = .75 .75 2001 TransitionKey = TRANS_PickingUp 2002 WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 2003 End 2004 2005 ConditionState = DOCKING CARRYING 2006 Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net 2007 Animation = AVChinook_A1SK.AVChinook_A1 2008 AnimationMode = ONCE 2009 AnimationSpeedFactorRange = 2.75 2.75 2010 TransitionKey = TRANS_Unloading 2011 WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 2012 End 2013 End 2014 2015 ; ***DESIGN parameters *** 2016 DisplayName = OBJECT:Comanche 2017 EditorSorting = VEHICLE 2018 Side = AmericaSuperWeaponGeneral 2019 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2020 VisionRange = 300.0 2021 ShroudClearingRange = 600 2022 BuildCost = 700 2023 BuildTime = 15.0 ;in seconds 2024 Prerequisites 2025 Object = SupW_AmericaAirfield 2026 End 2027 ExperienceValue = 60 60 60 60 ;Experience point value at each level 2028 IsTrainable = No 2029 CommandSet = SupW_AmericaVehicleComancheCommandSet 2030 2031 WeaponSet 2032 Conditions = None 2033 2034 Weapon = PRIMARY Chinook 2035 Weapon = TERTIARY NONE 2036 End 2037 WeaponSet 2038 Conditions = PLAYER_UPGRADE 2039 ; ----- 2040 Weapon = PRIMARY Chinook 2041 2042 Weapon = TERTIARY ComancheRocketPodWeapon 2043 AutoChooseSources = TERTIARY NONE 2044 End 2045 ArmorSet 2046 Conditions = None 2047 Armor = ChinookArmor 2048 DamageFX = None 2049 End 2050 2051 ; *** AUDIO Parameters *** 2052 VoiceSelect = CombatChinookVoiceSelect 2053 VoiceMove = ChinookVoiceMove 2054 VoiceAttack = CombatChinookVoiceAttack 2055 SoundAmbient = ChinookAmbientLoop 2056 SoundAmbientRubble = NoSound 2057 SoundEnter = HumveeEnter 2058 SoundExit = HumveeExit 2059 UnitSpecificSounds 2060 VoiceCreate = CombatChinookVoiceCreate 2061 VoiceSupply = ChinookVoiceSupply 2062 VoiceUnload = ChinookVoiceUnload 2063 VoiceCombatDrop = ChinookVoiceCombatDrop 2064 VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! 2065 VoiceGarrison = ChinookVoiceMove 2066 End 2067 2068 ; *** ENGINEERING Parameters *** 2069 RadarPriority = UNIT 2070 ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at 2071 ; (well, "near" actually) an Airfield to get healed... 2072 ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. 2073 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 2074 2075 2076 Behavior = AIUpdateInterface ModuleTag_04 2077 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS Stealthed 2078 End 2079 2080 Body = ActiveBody ModuleTag_03 2081 MaxHealth = 180.0 2082 InitialHealth = 180.0 2083 End 2084 Behavior = WeaponSetUpgrade ModuleTag_02 2085 TriggeredBy = Upgrade_ComancheRocketPods 2086 End 2087 Behavior = FXListDie ModuleTag_05 2088 DeathFX = FX_HelicopterStartDeath 2089 End 2090 2091 Behavior = TransitionDamageFX ModuleTag_06 2092 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 2093 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 2094 End 2095 2096 Behavior = ChinookAIUpdate ModuleTag_07 2097 MaxBoxes = 8 2098 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) 2099 SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) 2100 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) 2101 SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted 2102 NumRopes = 4 2103 ; these define how long we can wait, once a guy is on-rope, before throwing another 2104 ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely 2105 ; and we'll wait for each guy to clear before spawning another. 2106 PerRopeDelayMin = 900 2107 PerRopeDelayMax = 1500 2108 RopeWidth = 0.5 2109 RopeColor = R:0 G:0 B:0 2110 RopeWobbleLen = 10 2111 RopeWobbleAmplitude = 0.25 2112 RopeWobbleRate = 180 2113 RopeFinalHeight = 10 ; stop this far above ground 2114 RappelSpeed = 30 2115 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it 2116 UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded 2117 End 2118 Locomotor = SET_NORMAL ChinookLocomotor 2119 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 2120 2121 Behavior = TransportContain ModuleTag_08 2122 PassengersAllowedToFire = Yes 2123 Slots = 4 2124 DamagePercentToUnits = 100% 2125 AllowInsideKindOf = INFANTRY 2126 ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE 2127 ExitDelay = 100 2128 NumberOfExitPaths = 1 2129 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 2130 ArmedRidersUpgradeMyWeaponSet = Yes 2131 End 2132 2133 Behavior = PhysicsBehavior ModuleTag_09 2134 Mass = 50.0 2135 End 2136 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 2137 DestructionDelay = 99999999 ; the destruction delay 2138 SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral 2139 SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral 2140 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 2141 MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) 2142 SoundDeathLoop = ComancheDamagedLoop 2143 MinSelfSpin = 100 ; in degrees per second 2144 MaxSelfSpin = 300 ; in degrees per second 2145 SelfSpinUpdateDelay = 100 ; in milliseconds 2146 SelfSpinUpdateAmount = 10 ; in degrees 2147 FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall 2148 MinBladeFlyOffDelay = 1500 ; in milliseconds 2149 MaxBladeFlyOffDelay = 1500 ; in milliseconds 2150 AttachParticle = SootySmokeTrail 2151 AttachParticleBone = Propeller02 2152 BladeObjectName = ComancheBlades 2153 BladeBoneName = Propeller01 2154 FXBlade = FX_HelicopterBladeExplosion 2155 OCLBlade = OCL_HelicopterBladeExplosion 2156 FXHitGround = FX_HelicopterHitGround 2157 OCLHitGround = OCL_HelicopterHitGround 2158 FXFinalBlowUp = FX_GroundedHelicopterBlowUp 2159 OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp 2160 DelayFromGroundToFinalDeath = 30 2161 FinalRubbleObject = ChinookRubbleHull 2162 End 2163 2164 Behavior = FlammableUpdate ModuleTag_21 2165 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2166 AflameDamageAmount = 3 ; taking this much damage... 2167 AflameDamageDelay = 500 ; this often. 2168 End 2169 2170 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 2171 WeaponTemplate = AirF_PointDefenseLaser 2172 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 2173 ScanRate = 33 2174 ScanRange = 250.0 2175 PredictTargetVelocityFactor = 1.0 2176 End 2177 Scale = 1.30 ;Scaling 2178 GeometryMajorRadius = 1.0 2179 GeometryMinorRadius = 1.0 2180 GeometryHeight = 8.0 2181 2182 Geometry = BOX 2183 GeometryMajorRadius = 20.0 2184 GeometryMinorRadius = 6.0 2185 GeometryHeight = 12.0 2186 GeometryIsSmall = No 2187 Shadow = SHADOW_VOLUME 2188 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2189 2190 End 2191 2192 ;------------------------------------------------------------------------------ 2193 Object SupW_AmericaJetA10Thunderbolt 2194 2195 ; *** ART Parameters *** 2196 SelectPortrait = SAWarthog_L 2197 ButtonImage = SAWarthog 2198 2199 Draw = W3DModelDraw ModuleTag_01 2200 2201 OkToChangeModelColor = Yes 2202 2203 ExtraPublicBone = WeaponA01 2204 ExtraPublicBone = WeaponA02 2205 ExtraPublicBone = WeaponA03 2206 ExtraPublicBone = WeaponA04 2207 ExtraPublicBone = WeaponA05 2208 ExtraPublicBone = WeaponA06 2209 2210 DefaultConditionState 2211 Model = AVWarthog 2212 WeaponMuzzleFlash = PRIMARY MuzzleFX01 2213 WeaponFireFXBone = PRIMARY Muzzle01 2214 ParticleSysBone = Engine01 JetBlackTrailThin 2215 ParticleSysBone = Engine02 JetBlackTrailThin 2216 ParticleSysBone = Wingtip01 JetContrailThin 2217 ParticleSysBone = Wingtip02 JetContrailThin 2218 End 2219 2220 ConditionState = REALLYDAMAGED 2221 Model = AVWarthog_D 2222 WeaponMuzzleFlash = PRIMARY MuzzleFX01 2223 WeaponFireFXBone = PRIMARY Muzzle01 2224 End 2225 AliasConditionState = RUBBLE 2226 2227 ParticlesAttachedToAnimatedBones = Yes 2228 2229 End 2230 2231 ; ***DESIGN parameters *** 2232 DisplayName = OBJECT:A10Thunderbolt 2233 EditorSorting = VEHICLE 2234 Side = AmericaSuperWeaponGeneral 2235 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2236 VisionRange = 300.0 2237 ShroudClearingRange = 300 2238 Prerequisites 2239 Object = SupW_AmericaAirfield 2240 End 2241 WeaponSet 2242 Conditions = None 2243 Weapon = PRIMARY A10ThunderboltVulcan 2244 End 2245 ArmorSet 2246 Conditions = None 2247 Armor = AirplaneArmor 2248 DamageFX = None 2249 End 2250 ArmorSet 2251 Conditions = PLAYER_UPGRADE 2252 Armor = CountermeasuresAirplaneArmor 2253 DamageFX = None 2254 End 2255 2256 ExperienceValue = 50 100 150 400 ;Experience point value at each level 2257 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 2258 IsTrainable = Yes ;Can gain experience 2259 2260 ; *** AUDIO Parameters *** 2261 SoundAmbient = A10ThunderboltAmbientLoop 2262 SoundAmbientRubble = NoSound 2263 UnitSpecificSounds 2264 SoundEject = PilotSoundEject 2265 VoiceEject = PilotVoiceEject 2266 StartDive = A10ThunderboltDive 2267 End 2268 2269 ; *** ENGINEERING Parameters *** 2270 RadarPriority = UNIT 2271 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE IGNORED_IN_GUI EMP_HARDENED 2272 Body = ActiveBody ModuleTag_02 2273 MaxHealth = 600.0 2274 InitialHealth = 600.0 2275 End 2276 2277 ExperienceValue = 40 40 40 40 ; Experience point value at each level 2278 2279 Behavior = JetSlowDeathBehavior ModuleTag_03 2280 DestructionDelay = 99999999 ; destruction will happen when we 2281 RollRate = 0.0 2282 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 2283 PitchRate = 0.0 2284 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 2285 FXInitialDeath = FX_JetDeathInitial 2286 OCLInitialDeath = None 2287 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 2288 FXSecondary = FX_JetDeathSecondary 2289 OCLSecondary = None 2290 FXHitGround = FX_JetDeathHitGround 2291 OCLHitGround = OCL_A10DeathHitGround 2292 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 2293 FXFinalBlowUp = FX_JetDeathFinalBlowUp 2294 OCLFinalBlowUp = OCL_A10DeathFinalBlowUp 2295 End 2296 2297 Behavior = PhysicsBehavior ModuleTag_05 2298 Mass = 500.0 2299 End 2300 2301 ;SCRIPTED SUPPORT: These special power is triggered directly 2302 ;from the transport without creating a transport. This is done 2303 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 2304 ;which also prevents creating the payload transport. 2305 Behavior = OCLSpecialPower ModuleTag_06 2306 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike ;@@KRIS@@ 2307 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 2308 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 2309 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 2310 CreateLocation = USE_OWNER_OBJECT 2311 ScriptedSpecialPowerOnly = Yes 2312 End 2313 2314 Behavior = DeliverPayloadAIUpdate ModuleTag_07 2315 End 2316 Locomotor = SET_NORMAL A10ThunderboltLocomotor 2317 2318 Behavior = ArmorUpgrade ModuleTag_Armor01 2319 TriggeredBy = Upgrade_AmericaCountermeasures 2320 End 2321 2322 Behavior = CountermeasuresBehavior ModuleTag_10 2323 TriggeredBy = Upgrade_AmericaCountermeasures 2324 FlareTemplateName = CountermeasureFlare 2325 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 2326 VolleySize = 3 ; Number of flares launched per volley (requires bones) 2327 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 2328 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 2329 DelayBetweenVolleys = 1000 ; Time between flare volleys 2330 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 2331 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 2332 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 2333 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 2334 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 2335 End 2336 2337 Behavior = FlammableUpdate ModuleTag_21 2338 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2339 AflameDamageAmount = 3 ; taking this much damage... 2340 AflameDamageDelay = 500 ; this often. 2341 End 2342 2343 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 2344 ;;;;;;;; End 2345 2346 Geometry = Cylinder 2347 GeometryIsSmall = Yes 2348 GeometryMajorRadius = 10.0 2349 GeometryMinorRadius = 10.0 2350 GeometryHeight = 10.0 2351 Shadow = SHADOW_VOLUME 2352 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2353 2354 End 2355 2356 2357 2358 ;------------------------------------------------------------------------------ 2359 Object SupW_AmericaVehicleChinook 2360 2361 ; *** ART Parameters *** 2362 SelectPortrait = SAChinook_L 2363 ButtonImage = SAChinook 2364 2365 ;UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 2366 ;UpgradeCameo2 = NONE 2367 ;UpgradeCameo3 = NONE 2368 ;UpgradeCameo4 = NONE 2369 ;UpgradeCameo5 = NONE 2370 2371 Draw = W3DModelDraw ModuleTag_01 ; Helicopter 2372 2373 ExtraPublicBone = RopeStart 2374 ExtraPublicBone = RopeEnd 2375 2376 DefaultConditionState 2377 Model = AVChinook 2378 Animation = AVChinook.AVChinook 2379 AnimationMode = LOOP 2380 End 2381 2382 ConditionState = REALLYDAMAGED 2383 Model = AVChinook_d 2384 Animation = AVChinook_d.AVChinook_d 2385 AnimationMode = LOOP 2386 End 2387 2388 ConditionState = RUBBLE 2389 Model = AVChinook_d 2390 Animation = AVChinook_d.AVChinook_d 2391 AnimationMode = LOOP 2392 End 2393 2394 ConditionState = RUBBLE SPECIAL_DAMAGED 2395 Model = AVChinook_d 2396 HideSubObject = Props01 2397 HideSubObject = Props02 2398 End 2399 2400 OkToChangeModelColor = Yes 2401 End 2402 2403 Draw = W3DModelDraw ModuleTag_02 ; Cargo net 2404 ConditionState = NONE 2405 Model = None ; Nothing here 2406 TransitionKey = TRANS_Empty 2407 WaitForStateToFinishIfPossible = TRANS_Unloading 2408 End 2409 2410 ConditionState = DYING 2411 Model = None ; Nothing here 2412 End 2413 AliasConditionState = RUBBLE 2414 AliasConditionState = CARRYING RUBBLE 2415 AliasConditionState = DOCKING RUBBLE 2416 AliasConditionState = DOCKING CARRYING RUBBLE 2417 2418 ConditionState = CARRYING 2419 Model = AVChinook_A ;Carrying a full wobbly net of stuff 2420 Animation = AVChinook_A.AVChinook_A 2421 AnimationMode = LOOP 2422 TransitionKey = TRANS_Full 2423 WaitForStateToFinishIfPossible = TRANS_PickingUp 2424 End 2425 2426 ConditionState = DOCKING 2427 Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff 2428 Animation = AVChinook_A1SK.AVChinook_A1 2429 AnimationMode = ONCE_BACKWARDS 2430 Flags = START_FRAME_LAST 2431 AnimationSpeedFactorRange = .75 .75 2432 TransitionKey = TRANS_PickingUp 2433 WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 2434 End 2435 2436 ConditionState = DOCKING CARRYING 2437 Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net 2438 Animation = AVChinook_A1SK.AVChinook_A1 2439 AnimationMode = ONCE 2440 AnimationSpeedFactorRange = 2.75 2.75 2441 TransitionKey = TRANS_Unloading 2442 WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 2443 End 2444 End 2445 2446 ; ***DESIGN parameters *** 2447 DisplayName = OBJECT:Chinook 2448 EditorSorting = VEHICLE 2449 Side = AmericaSuperWeaponGeneral 2450 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2451 VisionRange = 300.0 2452 ShroudClearingRange = 600 2453 BuildCost = 1200 2454 BuildTime = 10.0 ;in seconds 2455 Prerequisites 2456 Object = SupW_AmericaSupplyCenter 2457 End 2458 ExperienceValue = 50 50 50 50 ;Experience point value at each level 2459 IsTrainable = No 2460 CommandSet = SupW_AmericaVehicleChinookCommandSet 2461 ArmorSet 2462 Conditions = None 2463 Armor = ChinookArmor 2464 DamageFX = None 2465 End 2466 2467 ; *** AUDIO Parameters *** 2468 VoiceSelect = ChinookVoiceSelect 2469 VoiceMove = ChinookVoiceMove 2470 VoiceAttack = ChinookVoiceAttack 2471 SoundAmbient = ChinookAmbientLoop 2472 SoundAmbientRubble = NoSound 2473 SoundEnter = HumveeEnter 2474 SoundExit = HumveeExit 2475 UnitSpecificSounds 2476 VoiceCreate = ChinookVoiceCreate 2477 VoiceSupply = ChinookVoiceSupply 2478 VoiceUnload = ChinookVoiceUnload 2479 VoiceCombatDrop = ChinookVoiceCombatDrop 2480 VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! 2481 VoiceGarrison = ChinookVoiceMove 2482 End 2483 2484 ; *** ENGINEERING Parameters *** 2485 RadarPriority = UNIT 2486 ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at 2487 ; (well, "near" actually) an Airfield to get healed... 2488 ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. 2489 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD 2490 2491 Body = ActiveBody ModuleTag_03 2492 MaxHealth = 300.0 2493 InitialHealth = 300.0 2494 End 2495 2496 Behavior = FXListDie ModuleTag_05 2497 DeathFX = FX_HelicopterStartDeath 2498 End 2499 2500 Behavior = TransitionDamageFX ModuleTag_06 2501 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 2502 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 2503 End 2504 2505 Behavior = ChinookAIUpdate ModuleTag_07 2506 MaxBoxes = 8 2507 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) 2508 SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) 2509 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) 2510 SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted 2511 NumRopes = 4 2512 ; these define how long we can wait, once a guy is on-rope, before throwing another 2513 ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely 2514 ; and we'll wait for each guy to clear before spawning another. 2515 PerRopeDelayMin = 900 2516 PerRopeDelayMax = 1500 2517 RopeWidth = 0.5 2518 RopeColor = R:0 G:0 B:0 2519 RopeWobbleLen = 10 2520 RopeWobbleAmplitude = 0.25 2521 RopeWobbleRate = 180 2522 RopeFinalHeight = 10 ; stop this far above ground 2523 RappelSpeed = 30 2524 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it 2525 UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded 2526 End 2527 Locomotor = SET_NORMAL ChinookLocomotor 2528 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 2529 2530 Behavior = TransportContain ModuleTag_08 2531 Slots = 10 2532 DamagePercentToUnits = 100% 2533 AllowInsideKindOf = INFANTRY VEHICLE 2534 ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE 2535 ExitDelay = 100 2536 NumberOfExitPaths = 1 2537 End 2538 Behavior = PhysicsBehavior ModuleTag_09 2539 Mass = 50.0 2540 End 2541 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 2542 DestructionDelay = 99999999 ; the destruction delay 2543 SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral 2544 SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral 2545 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 2546 MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) 2547 SoundDeathLoop = ComancheDamagedLoop 2548 MinSelfSpin = 100 ; in degrees per second 2549 MaxSelfSpin = 300 ; in degrees per second 2550 SelfSpinUpdateDelay = 100 ; in milliseconds 2551 SelfSpinUpdateAmount = 10 ; in degrees 2552 FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall 2553 MinBladeFlyOffDelay = 1500 ; in milliseconds 2554 MaxBladeFlyOffDelay = 1500 ; in milliseconds 2555 AttachParticle = SootySmokeTrail 2556 AttachParticleBone = Propeller02 2557 BladeObjectName = ComancheBlades 2558 BladeBoneName = Propeller01 2559 FXBlade = FX_HelicopterBladeExplosion 2560 OCLBlade = OCL_HelicopterBladeExplosion 2561 FXHitGround = FX_HelicopterHitGround 2562 OCLHitGround = OCL_HelicopterHitGround 2563 FXFinalBlowUp = FX_GroundedHelicopterBlowUp 2564 OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp 2565 DelayFromGroundToFinalDeath = 30 2566 FinalRubbleObject = ChinookRubbleHull 2567 End 2568 2569 Behavior = FlammableUpdate ModuleTag_21 2570 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2571 AflameDamageAmount = 3 ; taking this much damage... 2572 AflameDamageDelay = 500 ; this often. 2573 End 2574 Scale = 1.10 ;Scaling 2575 GeometryMajorRadius = 1.0 2576 GeometryMinorRadius = 1.0 2577 GeometryHeight = 8.0 2578 2579 Geometry = BOX 2580 GeometryMajorRadius = 20.0 2581 GeometryMinorRadius = 6.0 2582 GeometryHeight = 12.0 2583 GeometryIsSmall = No 2584 Shadow = SHADOW_VOLUME 2585 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2586 2587 End 2588 2589 2590 2591 2592 ;------------------------------------------------------------------------------ 2593 Object SupW_AmericaJetCargoPlane 2594 2595 ; *** ART Parameters *** 2596 Draw = W3DModelDraw ModuleTag_01 2597 DefaultConditionState 2598 Model = AVCargoPln 2599 Animation = AVCargoPln.AVCargoPln 2600 AnimationMode = LOOP 2601 ParticleSysBone = Propeller01 JetBlackTrailThin 2602 ParticleSysBone = Propeller02 JetBlackTrailThin 2603 ParticleSysBone = Propeller03 JetBlackTrailThin 2604 ParticleSysBone = Propeller04 JetBlackTrailThin 2605 ParticleSysBone = WingTip01 JetContrailThin 2606 ParticleSysBone = WingTip02 JetContrailThin 2607 End 2608 2609 ConditionState = DAMAGED 2610 Model = AVCargoPln_D 2611 Animation = AVCargoPln_D.AVCargoPln_D 2612 AnimationMode = MANUAL 2613 Flags = START_FRAME_FIRST 2614 ParticleSysBone = Smoke01 JetFireLarge 2615 ParticleSysBone = Smoke02 JetFireLarge 2616 ParticleSysBone = Propeller03 JetBlackTrailThin 2617 ParticleSysBone = Propeller04 JetBlackTrailThin 2618 ParticleSysBone = Smoke01 JetSmokeLarge 2619 ParticleSysBone = Smoke02 JetSmokeLarge 2620 End 2621 2622 ConditionState = REALLYDAMAGED 2623 Model = AVCargoPln_D 2624 Animation = AVCargoPln_D.AVCargoPln_D 2625 AnimationMode = MANUAL 2626 Flags = START_FRAME_FIRST 2627 ParticleSysBone = Smoke01 JetFireLarge 2628 ParticleSysBone = Smoke02 JetFireLarge 2629 ParticleSysBone = Smoke03 JetFireLarge 2630 ParticleSysBone = Smoke05 JetFireLarge 2631 ParticleSysBone = Propeller03 JetBlackTrailThin 2632 ParticleSysBone = Propeller04 JetBlackTrailThin 2633 ParticleSysBone = Smoke01 JetSmokeLarge 2634 ParticleSysBone = Smoke02 JetSmokeLarge 2635 ParticleSysBone = Smoke03 JetSmokeLarge 2636 ParticleSysBone = Smoke05 JetSmokeLarge 2637 End 2638 2639 ConditionState = RUBBLE 2640 Model = AVCargoPln_D1 2641 Animation = AVCargoPln_D.AVCargoPln_D 2642 AnimationMode = MANUAL 2643 Flags = START_FRAME_FIRST 2644 ParticleSysBone = Smoke01 JetFireLarge 2645 ParticleSysBone = Smoke06 JetFireLarge 2646 ParticleSysBone = Smoke03 JetFireLarge 2647 ParticleSysBone = Smoke05 JetFireLarge 2648 ParticleSysBone = Smoke01 JetSmokeLarge 2649 ParticleSysBone = Smoke06 JetSmokeLarge 2650 ParticleSysBone = Smoke03 JetSmokeLarge 2651 ParticleSysBone = Smoke05 JetSmokeLarge 2652 End 2653 2654 OkToChangeModelColor = Yes 2655 ParticlesAttachedToAnimatedBones = Yes 2656 2657 End 2658 2659 Draw = W3DModelDraw ModuleTag_02 2660 DefaultConditionState 2661 Model = AVCargoPln_A2 2662 Animation = AVCargoPln_A2.AVCargoPln_A2 2663 AnimationMode = MANUAL 2664 Flags = START_FRAME_FIRST 2665 End 2666 ConditionState = DOOR_1_OPENING 2667 Model = AVCargoPln_A2 2668 Animation = AVCargoPln_A2.AVCargoPln_A2 2669 AnimationMode = ONCE 2670 Flags = START_FRAME_FIRST 2671 End 2672 ConditionState = DOOR_1_CLOSING 2673 Model = AVCargoPln_A2 2674 Animation = AVCargoPln_A2.AVCargoPln_A2 2675 AnimationMode = ONCE_BACKWARDS 2676 Flags = START_FRAME_LAST 2677 End 2678 End 2679 2680 ; ***DESIGN parameters *** 2681 DisplayName = OBJECT:CargoPlane 2682 EditorSorting = VEHICLE 2683 Side = AmericaSuperWeaponGeneral 2684 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2685 VisionRange = 0.0 2686 ArmorSet 2687 Conditions = None 2688 Armor = AirplaneArmor 2689 DamageFX = TankDamageFX 2690 End 2691 ArmorSet 2692 Conditions = PLAYER_UPGRADE 2693 Armor = CountermeasuresAirplaneArmor 2694 DamageFX = None 2695 End 2696 CommandSet = Command_ScriptedTransportDrops 2697 2698 ; *** AUDIO Parameters *** 2699 SoundAmbient = C130AmbientLoop 2700 SoundAmbientRubble = NoSound 2701 2702 ; *** ENGINEERING Parameters *** 2703 RadarPriority = UNIT 2704 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED 2705 Body = ActiveBody ModuleTag_03 2706 MaxHealth = 1000.0 2707 InitialHealth = 1000.0 2708 End 2709 2710 ExperienceValue = 40 40 40 40 ; Experience point value at each level 2711 2712 Behavior = PhysicsBehavior ModuleTag_04 2713 Mass = 500.0 2714 End 2715 2716 ;SCRIPTED SUPPORT: These special powers are triggered directly 2717 ;from the transport without creating a transport. This is done 2718 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 2719 ;which also prevents creating the payload transport. 2720 Behavior = OCLSpecialPower ModuleTag_05 2721 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 2722 OCL = SUPERWEAPON_DaisyCutter 2723 CreateLocation = USE_OWNER_OBJECT 2724 ScriptedSpecialPowerOnly = Yes 2725 End 2726 Behavior = OCLSpecialPower ModuleTag_06 2727 SpecialPowerTemplate = SuperweaponParadropAmerica 2728 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 2729 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 2730 OCL = SUPERWEAPON_Paradrop1 2731 CreateLocation = USE_OWNER_OBJECT 2732 ScriptedSpecialPowerOnly = Yes 2733 End 2734 Behavior = OCLSpecialPower ModuleTag_07 2735 SpecialPowerTemplate = SuperweaponCarpetBomb 2736 OCL = SUPERWEAPON_CarpetBomb 2737 CreateLocation = USE_OWNER_OBJECT 2738 ScriptedSpecialPowerOnly = Yes 2739 End 2740 Behavior = OCLSpecialPower ModuleTag_08 2741 SpecialPowerTemplate = SuperweaponCrateDrop 2742 OCL = SUPERWEAPON_CrateDrop 2743 CreateLocation = USE_OWNER_OBJECT 2744 ScriptedSpecialPowerOnly = Yes 2745 End 2746 2747 Behavior = DeliverPayloadAIUpdate ModuleTag_09 2748 DoorDelay = 500 2749 MaxAttempts = 4 2750 DropOffset = X:0 Y:0 Z:-10 2751 DropDelay = 1000 ; time in between each item dropped (if more than one) 2752 PutInContainer = AmericaParachute 2753 DeliveryDistance = 150 2754 End 2755 Locomotor = SET_NORMAL B52Locomotor 2756 2757 Behavior = TransportContain ModuleTag_10 2758 Slots = 100 ; hey, it's a BIG transport 2759 ScatterNearbyOnExit = No 2760 OrientLikeContainerOnExit = Yes 2761 KeepContainerVelocityOnExit = Yes 2762 ExitPitchRate = 30 2763 ExitBone = WeaponA01 2764 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 2765 ;gs I added parachutable as a catch all to prevent making new kindofs (like CRATE) 2766 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 2767 NumberOfExitPaths = 0 2768 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 2769 End 2770 2771 Behavior = JetSlowDeathBehavior ModuleTag_11 2772 DestructionDelay = 2000 2773 RollRate = 0.0 2774 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 2775 PitchRate = 0 2776 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 2777 FXInitialDeath = FX_JetBigDeathInitial 2778 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 2779 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 2780 OCLSecondary = OCL_AmericaJetCargoHulkDeath 2781 FXSecondary = FX_BigPlaneDeath 2782 ; FXFinalBlowUp = FX_JetDeathFinalBlowUp 2783 ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 2784 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 2785 End 2786 2787 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12 2788 ;;;;;;;; End 2789 2790 Behavior = ArmorUpgrade ModuleTag_Armor01 2791 TriggeredBy = Upgrade_AmericaCountermeasures 2792 End 2793 2794 Behavior = CountermeasuresBehavior ModuleTag_13 2795 TriggeredBy = Upgrade_AmericaCountermeasures 2796 FlareTemplateName = CountermeasureFlare 2797 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 2798 VolleySize = 4 ; Number of flares launched per volley (requires bones) 2799 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 2800 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 2801 DelayBetweenVolleys = 1000 ; Time between flare volleys 2802 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 2803 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 2804 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 2805 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 2806 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 2807 End 2808 2809 Behavior = TransitionDamageFX ModuleTag_17 2810 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 2811 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 2812 End 2813 2814 2815 Geometry = Box 2816 GeometryIsSmall = No 2817 GeometryMajorRadius = 40.0 2818 GeometryMinorRadius = 10.0 2819 GeometryHeight = 10.0 2820 Shadow = SHADOW_VOLUME 2821 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2822 End 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 ;--------------------¸ÄΪ¼äµý---------------------------------------------------------- 2857 Object SupW_AmericaInfantryColonelBurton 2858 SelectPortrait = T29 2859 ButtonImage = T29 2860 2861 ; *** ART Parameters *** 2862 Draw = W3DModelDraw ModuleTag_01 2863 OkToChangeModelColor = Yes 2864 2865 ;NORMAL STANDING 2866 DefaultConditionState 2867 Model = AICIAOff_SKN 2868 IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21 2869 ;Regular spice animations 2870 IdleAnimation = AIOFCR_SKL.AIOFCR_IDA 2871 IdleAnimation = AIOFCR_SKL.AIOFCR_IDB 2872 AnimationMode = ONCE 2873 WeaponFireFXBone = PRIMARY Muzzle 2874 WeaponMuzzleFlash = PRIMARY MuzzleFX 2875 TransitionKey = TRANS_STAND 2876 End 2877 2878 ConditionState = MOVING 2879 Animation = AIOFCR_SKL.AIOFCR_RNA 2880 AnimationMode = LOOP 2881 ParticleSysBone = None InfantryDustTrails 2882 End 2883 2884 ; NORMAL ATTACK 2885 ;-------------------------------------------------------- 2886 ; Drawing gun 2887 ConditionState = PREATTACK_A 2888 Animation = AIOFCR_SKL.AIOFCR_ATAST 2889 AnimationMode = ONCE 2890 End 2891 AliasConditionState = PREATTACK_A MOVING 2892 AliasConditionState = PREATTACK_A FIRING_A 2893 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 2894 2895 ; Firing gun 2896 ConditionState = FIRING_A 2897 Animation = AIOFCR_SKL.AIOFCR_ATALP 2898 AnimationMode = LOOP 2899 TransitionKey = TRANS_FIRING_A 2900 End 2901 ConditionState = BETWEEN_FIRING_SHOTS_A 2902 Animation = AIOFCR_SKL.AIOFCR_ATALP 2903 AnimationMode = LOOP 2904 TransitionKey = TRANS_FIRING_A 2905 End 2906 AliasConditionState = RELOADING_A 2907 AliasConditionState = MOVING FIRING_A 2908 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 2909 AliasConditionState = MOVING RELOADING_A 2910 2911 ; This transition allows him to put his gun away when he's finished attacking. 2912 TransitionState = TRANS_FIRING_A TRANS_STAND 2913 Animation = AIOFCR_SKL.AIOFCR_ATAED 2914 AnimationMode = ONCE 2915 End 2916 ;-------------------------------------------------------- 2917 2918 ConditionState = DYING 2919 Animation = AIOFCR_SKL.AIOFCR_DTA 2920 Animation = AIOFCR_SKL.AIOFCR_DTB 2921 AnimationMode = ONCE 2922 TransitionKey = TRANS_Dying 2923 End 2924 2925 TransitionState = TRANS_Dying TRANS_Flailing 2926 Animation = AIOFCR_SKL.AIOFCR_ADTE1 2927 AnimationMode = ONCE 2928 End 2929 2930 ConditionState = DYING EXPLODED_FLAILING 2931 Animation = AIOFCR_SKL.AIOFCR_ADTE2 2932 AnimationMode = LOOP 2933 TransitionKey = TRANS_Flailing 2934 End 2935 2936 ConditionState = DYING EXPLODED_BOUNCING 2937 Animation = AIOFCR_SKL.AIOFCR_ADTE3 2938 AnimationMode = ONCE 2939 TransitionKey = None 2940 End 2941 2942 ConditionState = SPECIAL_CHEERING 2943 Animation = AIOFCR_SKL.AIOFCR_CHA 2944 AnimationMode = LOOP 2945 End 2946 2947 ;PARACHUTING ANIMATIONS 2948 2949 ;@TODO - MISSING ANIMATION FILE 2950 ;ConditionState = FREEFALL 2951 ; Animation = AIOFCR_SKL.AIOFCR_PFL 2952 ; AnimationMode = LOOP 2953 ; TransitionKey = TRANS_Falling 2954 ;End 2955 ;AliasConditionState = FREEFALL REALLYDAMAGED 2956 ;AliasConditionState = FREEFALL DYING 2957 ConditionState = PARACHUTING 2958 Animation = AIOFCR_SKL.AIOFCR_PHG 2959 AnimationMode = LOOP 2960 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 2961 TransitionKey = TRANS_Chute 2962 2963 End 2964 AliasConditionState = PARACHUTING REALLYDAMAGED 2965 AliasConditionState = PARACHUTING DYING 2966 TransitionState = TRANS_Falling TRANS_Chute 2967 Animation = AIOFCR_SKL.AIOFCR_POP 2968 AnimationMode = ONCE 2969 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 2970 End 2971 TransitionState = TRANS_Chute TRANS_Stand 2972 Animation = AIOFCR_SKL.AIOFCR_PTD 2973 AnimationMode = ONCE 2974 End 2975 2976 ConditionState = UNPACKING 2977 Animation = AIOFCR_SKL.AICIAOFF_PLNT 2978 AnimationMode = ONCE 2979 End 2980 AliasConditionState = MOVING UNPACKING 2981 2982 2983 End 2984 2985 ; ***DESIGN parameters *** 2986 DisplayName = OBJECT:Officer 2987 Side = AmericaSuperWeaponGeneral 2988 EditorSorting = INFANTRY 2989 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 2990 WeaponSet 2991 Conditions = None 2992 Weapon = PRIMARY AmericaOfficerMachineGun 2993 Weapon = SECONDARY NONE 2994 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 2995 AutoChooseSources = SECONDARY NONE 2996 End 2997 ArmorSet 2998 Conditions = None 2999 Armor = HumanArmor 3000 DamageFX = InfantryDamageFX 3001 End 3002 VisionRange = 150 3003 ShroudClearingRange = 150 3004 Prerequisites 3005 Object = SupW_AmericaBarracks 3006 Object = SupW_AmericaStrategyCenter 3007 End 3008 3009 BuildCost = 1000 3010 BuildTime = 12.0 ;in seconds 3011 CommandSet = AmericaInfantryCIAAgentCommandSet 3012 3013 ; *** AUDIO Parameters *** 3014 VoiceSelect = CIAAgentVoiceSelect 3015 VoiceMove = CIAAgentVoiceMove 3016 VoiceAttack = CIAAgentVoiceAttack 3017 3018 3019 ; *** ENGINEERING Parameters *** 3020 RadarPriority = UNIT 3021 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE 3022 3023 Body = ActiveBody ModuleTag_02 3024 MaxHealth = 150.0 3025 InitialHealth = 150.0 3026 End 3027 3028 Behavior = AIUpdateInterface ModuleTag_03 3029 AutoAcquireEnemiesWhenIdle = Yes 3030 End 3031 Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba 3032 ScanRate = 1000 ; once a second. 3033 ScanRange = 300 ; 3034 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 3035 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 3036 End 3037 3038 Locomotor = SET_NORMAL BasicHumanLocomotor 3039 Behavior = PhysicsBehavior ModuleTag_05 3040 Mass = 5.0 3041 End 3042 3043 Behavior = SquishCollide ModuleTag_07 3044 ;nothing 3045 End 3046 3047 Behavior = SpecialAbility ModuleTag_Plant01 3048 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges 3049 UpdateModuleStartsAttack = Yes 3050 InitiateSound = CIAAgentVoicePlantRemoteCharge 3051 End 3052 Behavior = SpecialAbilityUpdate ModuleTag_Plant02 3053 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges 3054 StartAbilityRange = 0.0 3055 PreparationTime = 0 3056 SpecialObject = RemoteC4Charge 3057 MaxSpecialObjects = 8 3058 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). 3059 AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization. 3060 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 3061 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 3062 UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge 3063 PackTime = 0 3064 SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges. 3065 FlipOwnerAfterUnpacking = Yes 3066 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 3067 UnpackSound = ColonelBurtonPlantCharge 3068 LoseStealthOnTrigger = Yes 3069 PreTriggerUnstealthTime = 5000 ; in milliseconds 3070 End 3071 3072 Behavior = SpecialAbility ModuleTag_Plant03 3073 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges 3074 UpdateModuleStartsAttack = Yes 3075 InitiateSound = CIAAgentVoicePlantTimedCharge 3076 End 3077 Behavior = SpecialAbilityUpdate ModuleTag_Plant04 3078 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges 3079 StartAbilityRange = 0.0 3080 PreparationTime = 0 3081 SpecialObject = TimedC4Charge 3082 MaxSpecialObjects = 10 3083 SpecialObjectsPersistWhenOwnerDies = Yes 3084 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 3085 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 3086 UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge 3087 FlipOwnerAfterUnpacking = Yes 3088 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 3089 UnpackSound = ColonelBurtonPlantCharge 3090 LoseStealthOnTrigger = Yes 3091 PreTriggerUnstealthTime = 5000 ; in milliseconds 3092 3093 End 3094 Behavior = StealthDetectorUpdate ModuleTag_08 3095 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 3096 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 3097 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 3098 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 3099 End 3100 3101 Behavior = StealthUpdate ModuleTag_07 3102 StealthDelay = 2000 ; msec 3103 StealthForbiddenConditions = FIRING_SECONDARY 3104 HintDetectableConditions = IS_FIRING_WEAPON 3105 FriendlyOpacityMin = 50.0% 3106 FriendlyOpacityMax = 100.0% 3107 InnateStealth = Yes 3108 OrderIdleEnemiesToAttackMeUponReveal = Yes 3109 End 3110 ; --- begin Death modules --- 3111 Behavior = SlowDeathBehavior ModuleTag_Death01 3112 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 3113 SinkDelay = 3000 3114 SinkRate = 0.5 ; in Dist/Sec 3115 DestructionDelay = 8000 3116 FX = INITIAL FX_RangerDie 3117 End 3118 Behavior = SlowDeathBehavior ModuleTag_Death02 3119 DeathTypes = NONE +CRUSHED +SPLATTED 3120 SinkDelay = 3000 3121 SinkRate = 0.5 ; in Dist/Sec 3122 DestructionDelay = 8000 3123 FX = INITIAL FX_GIDieCrushed 3124 End 3125 Behavior = SlowDeathBehavior ModuleTag_Death03 3126 DeathTypes = NONE +EXPLODED 3127 SinkDelay = 3000 3128 SinkRate = 0.5 ; in Dist/Sec 3129 DestructionDelay = 8000 3130 FX = INITIAL FX_RangerDie 3131 FlingForce = 8 3132 FlingForceVariance = 3 3133 FlingPitch = 60 3134 FlingPitchVariance = 10 3135 End 3136 Behavior = SlowDeathBehavior ModuleTag_Death04 3137 DeathTypes = NONE +BURNED 3138 DestructionDelay = 0 3139 FX = INITIAL FX_DieByFireUSA 3140 OCL = INITIAL OCL_FlamingInfantry 3141 End 3142 Behavior = SlowDeathBehavior ModuleTag_Death05 3143 DeathTypes = NONE +POISONED 3144 DestructionDelay = 0 3145 FX = INITIAL FX_DieByToxinGLA 3146 OCL = INITIAL OCL_ToxicInfantry 3147 End 3148 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 3149 DeathTypes = NONE +POISONED_BETA 3150 DestructionDelay = 0 3151 FX = INITIAL FX_DieByToxinGLA 3152 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 3153 End 3154 Behavior = SlowDeathBehavior ModuleTag_Death07 3155 DeathTypes = NONE +POISONED_GAMMA 3156 DestructionDelay = 0 3157 FX = INITIAL FX_DieByToxinGLA 3158 OCL = INITIAL OCL_ToxicInfantryGamma 3159 End 3160 ; --- end Death modules --- 3161 3162 Behavior = PoisonedBehavior ModuleTag_10 3163 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 3164 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 3165 End 3166 3167 Geometry = CYLINDER 3168 GeometryMajorRadius = 10.0 3169 GeometryMinorRadius = 10.0 3170 GeometryHeight = 12.0 3171 GeometryIsSmall = Yes 3172 Shadow = SHADOW_DECAL 3173 ShadowSizeX = 14; 3174 ShadowSizeY = 14; 3175 ShadowTexture = ShadowI; 3176 BuildCompletion = APPEARS_AT_RALLY_POINT 3177 3178 End 3179 3180 3181 3182 3183 3184 ;------------------------------------------------------------------------------ 3185 Object SupW_AmericaInfantryRanger 3186 3187 ; *** ART Parameters *** 3188 SelectPortrait = SARanger_L 3189 ButtonImage = SARanger 3190 3191 UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade 3192 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 3193 UpgradeCameo3 = Upgrade_InfantryCaptureBuilding 3194 UpgradeCameo4 = Upgrade_AmericaChemicalSuits 3195 ;UpgradeCameo5 = NONE 3196 3197 Draw = W3DModelDraw ModuleTag_01 3198 3199 OkToChangeModelColor = Yes 3200 3201 ; this says "we don't use these condition states at all, so completely 3202 ; ignore them for purposes of matchmaking"... this is useful to help 3203 ; reduce the number of AliasConditionState clauses you must add in 3204 ; order to avoid ambiguity in some cases. 3205 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 3206 3207 ; --- Idle 3208 DefaultConditionState 3209 Model = AIRngr_SKN 3210 IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 3211 IdleAnimation = AIRngr_SKL.AIRngr_IDA 3212 IdleAnimation = AIRngr_SKL.AIRngr_IDB 3213 AnimationMode = ONCE 3214 WeaponFireFXBone = PRIMARY Muzzle 3215 WeaponMuzzleFlash = PRIMARY MuzzleFX 3216 WeaponFireFXBone = SECONDARY Muzzle 3217 WeaponLaunchBone = SECONDARY Muzzle 3218 TransitionKey = TRANS_Stand 3219 3220 End 3221 3222 ConditionState = REALLYDAMAGED 3223 IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 3224 IdleAnimation = AIRngr_SKL.AIRngr_IDC 3225 IdleAnimation = AIRngr_SKL.AIRngr_IDD 3226 AnimationMode = ONCE 3227 TransitionKey = TRANS_StandInjured 3228 End 3229 3230 TransitionState = TRANS_Stand TRANS_StandInjured 3231 Animation = AIRngr_SKL.AIRngr_SA2SB 3232 AnimationMode = ONCE 3233 End 3234 3235 ; --- attacking (Machine Gun) 3236 ConditionState = USING_WEAPON_A 3237 Animation = AIRngr_SKL.AIRngr_ATA 3238 AnimationMode = LOOP 3239 TransitionKey = TRANS_FiringA 3240 End 3241 3242 ConditionState = USING_WEAPON_A REALLYDAMAGED 3243 Animation = AIRngr_SKL.AIRngr_ATA2 3244 AnimationMode = LOOP 3245 TransitionKey = TRANS_FiringAInjured 3246 End 3247 3248 TransitionState = TRANS_FiringA TRANS_FiringAInjured 3249 Animation = AIRngr_SKL.AIRngr_A2WAA 3250 AnimationMode = ONCE 3251 End 3252 3253 TransitionState = TRANS_Stand TRANS_FiringA 3254 Animation = AIRngr_SKL.AIRngr_ATAST 3255 AnimationMode = ONCE 3256 AnimationSpeedFactorRange = 4 4 3257 End 3258 3259 TransitionState = TRANS_FiringA TRANS_Stand 3260 Animation = AIRngr_SKL.AIRngr_ATAED 3261 AnimationMode = ONCE 3262 AnimationSpeedFactorRange = 4 4 3263 End 3264 3265 TransitionState = TRANS_StandInjured TRANS_FiringAInjured 3266 Animation = AIRngr_SKL.AIRngr_S2WAA 3267 AnimationMode = ONCE 3268 AnimationSpeedFactorRange = 4 4 3269 End 3270 3271 TransitionState = TRANS_FiringAInjured TRANS_StandInjured 3272 Animation = AIRngr_SKL.AIRngr_WAA2S 3273 AnimationMode = ONCE 3274 AnimationSpeedFactorRange = 4 4 3275 End 3276 3277 TransitionState = TRANS_Stand TRANS_Move 3278 Animation = AIRngr_SKL.AIRngr_STA2RNA 3279 AnimationMode = ONCE 3280 End 3281 3282 ; --- attacking (Grenade Launcher) 3283 ConditionState = PREATTACK_B 3284 Animation = AIRngr_SKL.AIRngr_ATBA 3285 AnimationMode = ONCE 3286 TransitionKey = TRANS_FiringB 3287 End 3288 AliasConditionState = PREATTACK_B MOVING 3289 AliasConditionState = PREATTACK_B FIRING_B 3290 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B 3291 3292 ConditionState = FIRING_B 3293 Animation = AIRngr_SKL.AIRngr_ATBB 3294 AnimationMode = ONCE 3295 TransitionKey = TRANS_FiringB 3296 End 3297 3298 ConditionState = BETWEEN_FIRING_SHOTS_B 3299 Animation = AIRngr_SKL.AIRngr_ATBB 3300 AnimationMode = MANUAL 3301 Flags = START_FRAME_LAST 3302 TransitionKey = TRANS_FiringB 3303 WaitForStateToFinishIfPossible = TRANS_FiringB 3304 End 3305 AliasConditionState = RELOADING_B 3306 3307 TransitionState = TRANS_Stand TRANS_FiringB 3308 Animation = AIRngr_SKL.AIRngr_ATBST1 3309 AnimationMode = ONCE 3310 End 3311 3312 TransitionState = TRANS_FiringB TRANS_Stand 3313 Animation = AIRngr_SKL.AIRngr_ATBST2 3314 AnimationMode = ONCE 3315 End 3316 3317 ConditionState = PREATTACK_B REALLYDAMAGED 3318 Animation = AIRngr_SKL.AIRngr_ATB2A 3319 AnimationMode = ONCE 3320 TransitionKey = TRANS_FiringBInjured 3321 End 3322 AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED 3323 AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED 3324 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 3325 3326 ConditionState = FIRING_B REALLYDAMAGED 3327 Animation = AIRngr_SKL.AIRngr_ATB2B 3328 AnimationMode = ONCE 3329 TransitionKey = TRANS_FiringBInjured 3330 End 3331 3332 ConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 3333 Animation = AIRngr_SKL.AIRngr_ATB2B 3334 AnimationMode = MANUAL 3335 Flags = START_FRAME_LAST 3336 TransitionKey = TRANS_FiringBInjured 3337 WaitForStateToFinishIfPossible = TRANS_FiringBInjured 3338 End 3339 AliasConditionState = RELOADING_B REALLYDAMAGED 3340 3341 TransitionState = TRANS_StandInjured TRANS_FiringBInjured 3342 Animation = AIRngr_SKL.AIRngr_ATB2ST1 3343 AnimationMode = ONCE 3344 End 3345 3346 TransitionState = TRANS_FiringBInjured TRANS_StandInjured 3347 Animation = AIRngr_SKL.AIRngr_ATB2ST2 3348 AnimationMode = ONCE 3349 End 3350 3351 ; -- cross-attack transitions 3352 3353 TransitionState = TRANS_FiringA TRANS_FiringB 3354 Animation = AIRngr_SKL.AIRngr_ATA2AB 3355 AnimationMode = ONCE 3356 AnimationSpeedFactorRange = 4 4 3357 End 3358 3359 TransitionState = TRANS_FiringB TRANS_FiringA 3360 Animation = AIRngr_SKL.AIRngr_ATA2AB 3361 AnimationMode = ONCE_BACKWARDS 3362 AnimationSpeedFactorRange = 4 4 3363 End 3364 3365 3366 ; --- moving 3367 ConditionState = MOVING 3368 Animation = AIRngr_SKL.AIRngr_RNA 30 3369 AnimationMode = LOOP 3370 Flags = RANDOMSTART 3371 TransitionKey = TRANS_Move 3372 ParticleSysBone = None InfantryDustTrails 3373 End 3374 AliasConditionState = MOVING ATTACKING 3375 3376 ConditionState = MOVING REALLYDAMAGED 3377 Animation = AIRngr_SKL.AIRngr_RNB 30 3378 AnimationMode = LOOP 3379 Flags = RANDOMSTART 3380 TransitionKey = TRANS_Move 3381 End 3382 AliasConditionState = MOVING REALLYDAMAGED ATTACKING 3383 3384 ; --- dying anims 3385 ConditionState = DYING 3386 Animation = AIRngr_SKL.AIRngr_DTA 3387 Animation = AIRngr_SKL.AIRngr_DTB 3388 AnimationMode = ONCE 3389 TransitionKey = None 3390 End 3391 3392 TransitionState = TRANS_Dying TRANS_Flailing 3393 Animation = AIRngr_SKL.AIRngr_ADTF1 3394 AnimationMode = ONCE 3395 End 3396 3397 ConditionState = DYING EXPLODED_FLAILING 3398 Animation = AIRngr_SKL.AIRngr_ADTF2 3399 AnimationMode = LOOP 3400 TransitionKey = TRANS_Flailing 3401 End 3402 3403 ConditionState = DYING EXPLODED_BOUNCING 3404 Animation = AIRngr_SKL.AIRngr_ADTF3 3405 AnimationMode = ONCE 3406 TransitionKey = None 3407 End 3408 AliasConditionState = DYING SPLATTED 3409 3410 ; --- cheering 3411 ConditionState = SPECIAL_CHEERING 3412 Animation = AIRngr_SKL.AIRngr_CHA 3413 AnimationMode = LOOP 3414 End 3415 3416 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 3417 Animation = AIRngr_SKL.AIRngr_CHB 3418 AnimationMode = LOOP 3419 End 3420 3421 ; ----- PARACHUTING ANIMATIONS 3422 ConditionState = FREEFALL 3423 Animation = AIRngr_SKL.AIRngr_PFL 3424 AnimationMode = LOOP 3425 TransitionKey = TRANS_Falling 3426 End 3427 AliasConditionState = FREEFALL REALLYDAMAGED 3428 AliasConditionState = FREEFALL DYING 3429 ConditionState = PARACHUTING 3430 Animation = AIRngr_SKL.AIRngr_PHG 3431 AnimationMode = LOOP 3432 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3433 TransitionKey = TRANS_Chute 3434 End 3435 AliasConditionState = PARACHUTING REALLYDAMAGED 3436 AliasConditionState = PARACHUTING DYING 3437 TransitionState = TRANS_Falling TRANS_Chute 3438 Animation = AIRngr_SKL.AIRngr_POP 3439 AnimationMode = ONCE 3440 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3441 End 3442 TransitionState = TRANS_Chute TRANS_Stand 3443 Animation = AIRngr_SKL.AIRngr_PTD 3444 AnimationMode = ONCE 3445 End 3446 TransitionState = TRANS_Chute TRANS_StandInjured 3447 Animation = AIRngr_SKL.AIRngr_PTD 3448 AnimationMode = ONCE 3449 End 3450 3451 ; ------- Bldg-capture 3452 3453 ConditionState = UNPACKING 3454 Model = AIRngr_F_SKN 3455 Animation = AIRngr_F_SKL.AIRngr_F_FDP1 3456 AnimationMode = ONCE 3457 End 3458 AliasConditionState = UNPACKING REALLYDAMAGED 3459 3460 3461 ConditionState = RAISING_FLAG 3462 Model = AIRngr_F_SKN 3463 Animation = AIRngr_F_SKL.AIRngr_F_FDP2 3464 AnimationMode = ONCE 3465 TransitionKey = TRANS_Raising 3466 End 3467 AliasConditionState = RAISING_FLAG REALLYDAMAGED 3468 3469 ConditionState = PACKING 3470 Model = AIRngr_F_SKN 3471 Animation = AIRngr_F_SKL.AIRngr_F_FDP1 3472 AnimationMode = ONCE_BACKWARDS 3473 Flags = START_FRAME_LAST 3474 TransitionKey = TRANS_Packing 3475 End 3476 AliasConditionState = PACKING REALLYDAMAGED 3477 3478 TransitionState = TRANS_Raising TRANS_Packing 3479 Model = AIRngr_F_SKN 3480 Animation = AIRngr_F_SKL.AIRngr_F_FDP2 3481 AnimationMode = ONCE_BACKWARDS 3482 Flags = START_FRAME_LAST 3483 End 3484 3485 ; --- RAPPELLING ANIMATIONS 3486 ConditionState = RAPPELLING 3487 Animation = AIRngr_SKL.AIRngr_RPL1 ;30 3488 AnimationMode = LOOP 3489 Flags = RANDOMSTART 3490 TransitionKey = TRANS_Rappelling 3491 End 3492 AliasConditionState = MOVING RAPPELLING 3493 3494 TransitionState = TRANS_Rappelling TRANS_Stand 3495 Animation = AIRngr_SKL.AIRngr_RPL2 3496 AnimationMode = ONCE 3497 End 3498 3499 TransitionState = TRANS_Rappelling TRANS_StandInjured 3500 Animation = AIRngr_SKL.AIRngr_RPL2 3501 AnimationMode = ONCE 3502 End 3503 3504 End 3505 3506 ; ***DESIGN parameters *** 3507 DisplayName = OBJECT:Ranger 3508 Side = AmericaSuperWeaponGeneral 3509 EditorSorting = INFANTRY 3510 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 3511 3512 WeaponSet 3513 Conditions = None 3514 Weapon = PRIMARY RangerAdvancedCombatRifle 3515 End 3516 WeaponSet 3517 Conditions = PLAYER_UPGRADE 3518 Weapon = PRIMARY RangerAdvancedCombatRifle 3519 Weapon = SECONDARY RangerFlashBangGrenadeWeapon 3520 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 3521 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 3522 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 3523 End 3524 ArmorSet 3525 Conditions = None 3526 Armor = HumanArmor 3527 DamageFX = InfantryDamageFX 3528 End 3529 ArmorSet 3530 Conditions = PLAYER_UPGRADE 3531 Armor = ChemSuitHumanArmor 3532 DamageFX = None 3533 End 3534 VisionRange = 100 3535 ShroudClearingRange = 400 3536 Prerequisites 3537 Object = SupW_AmericaBarracks 3538 End 3539 BuildCost = 225 3540 BuildTime = 5.0 ;in seconds 3541 3542 ExperienceValue = 20 20 40 60 ;Experience point value at each level 3543 ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level 3544 IsTrainable = Yes ;Can gain experience 3545 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3546 CommandSet = SupW_AmericaInfantryRangerCommandSet 3547 3548 ; *** AUDIO Parameters *** 3549 VoiceSelect = RangerVoiceSelect 3550 VoiceMove = RangerVoiceMove 3551 VoiceGuard = RangerVoiceMove 3552 VoiceAttack = RangerVoiceAttack 3553 VoiceFear = RangerVoiceFear 3554 VoiceTaskComplete = RangerVoiceCaptureComplete 3555 3556 UnitSpecificSounds 3557 VoiceEnter = RangerVoiceMove 3558 VoiceEnterHostile = RangerVoiceMove 3559 VoiceGarrison = RangerVoiceGarrison 3560 VoiceCreate = RangerVoiceCreate 3561 VoiceSubdue = RangerVoiceSubdue 3562 VoiceClearBuilding = RangerVoiceClearBuilding 3563 VoiceGetHealed = RangerVoiceMove 3564 VoicePrimaryWeaponMode = RangerVoiceModeGun 3565 VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang 3566 End 3567 3568 UnitSpecificFX 3569 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3570 CombatDropKillFX = FX_RangerCombatDropKill 3571 End 3572 3573 ; *** ENGINEERING Parameters *** 3574 RadarPriority = UNIT 3575 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE 3576 3577 Behavior = CommandButtonHuntUpdate ModuleTag_02 3578 End 3579 3580 Body = ActiveBody ModuleTag_03 3581 MaxHealth = 180.0 3582 InitialHealth = 180.0 3583 End 3584 3585 Behavior = ExperienceScalarUpgrade ModuleTag_04 3586 TriggeredBy = Upgrade_AmericaAdvancedTraining 3587 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 3588 End 3589 3590 Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba 3591 ScanRate = 1000 ; once a second. 3592 ScanRange = 300 ; 3593 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 3594 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 3595 End 3596 3597 Behavior = AIUpdateInterface ModuleTag_06 3598 AutoAcquireEnemiesWhenIdle = Yes 3599 End 3600 Locomotor = SET_NORMAL BasicHumanLocomotor 3601 3602 Behavior = PhysicsBehavior ModuleTag_07 3603 Mass = 5.0 3604 End 3605 3606 Behavior = ProductionUpdate ModuleTag_08 3607 ; nothing 3608 End 3609 3610 Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit. 3611 End 3612 3613 Behavior = WeaponSetUpgrade ModuleTag_10 3614 TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade 3615 End 3616 3617 3618 ; --- begin Death modules --- 3619 Behavior = SlowDeathBehavior ModuleTag_Death01 3620 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 3621 SinkDelay = 3000 3622 SinkRate = 0.5 ; in Dist/Sec 3623 DestructionDelay = 8000 3624 FX = INITIAL FX_RangerDie 3625 End 3626 Behavior = SlowDeathBehavior ModuleTag_Death02 3627 DeathTypes = NONE +CRUSHED +SPLATTED 3628 SinkDelay = 3000 3629 SinkRate = 0.5 ; in Dist/Sec 3630 DestructionDelay = 8000 3631 FX = INITIAL FX_GIDieCrushed 3632 End 3633 Behavior = SlowDeathBehavior ModuleTag_Death03 3634 DeathTypes = NONE +EXPLODED 3635 SinkDelay = 3000 3636 SinkRate = 0.5 ; in Dist/Sec 3637 DestructionDelay = 8000 3638 FX = INITIAL FX_RangerDie 3639 FlingForce = 8 3640 FlingForceVariance = 3 3641 FlingPitch = 60 3642 FlingPitchVariance = 10 3643 End 3644 Behavior = SlowDeathBehavior ModuleTag_Death04 3645 DeathTypes = NONE +BURNED 3646 DestructionDelay = 0 3647 FX = INITIAL FX_DieByFireUSA 3648 OCL = INITIAL OCL_FlamingInfantry 3649 End 3650 Behavior = SlowDeathBehavior ModuleTag_Death05 3651 DeathTypes = NONE +POISONED 3652 DestructionDelay = 0 3653 FX = INITIAL FX_DieByToxinUSA 3654 OCL = INITIAL OCL_ToxicInfantry 3655 End 3656 3657 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 3658 DeathTypes = NONE +POISONED_BETA 3659 DestructionDelay = 0 3660 FX = INITIAL FX_DieByToxinUSA 3661 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 3662 End 3663 Behavior = SlowDeathBehavior ModuleTag_Death07 3664 DeathTypes = NONE +POISONED_GAMMA 3665 DestructionDelay = 0 3666 FX = INITIAL FX_DieByToxinGLA 3667 OCL = INITIAL OCL_ToxicInfantryGamma 3668 End 3669 ; --- end Death modules --- 3670 3671 Behavior = SquishCollide ModuleTag_12 3672 ;nothing 3673 End 3674 Behavior = ArmorUpgrade ModuleTag_Armor01 3675 TriggeredBy = Upgrade_AmericaChemicalSuits 3676 End 3677 3678 Behavior = PoisonedBehavior ModuleTag_17 3679 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 3680 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 3681 End 3682 3683 Behavior = SpecialAbility ModuleTag_18 3684 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 3685 UpdateModuleStartsAttack = Yes 3686 StartsPaused = Yes ; Unpaused by upgrade module 3687 InitiateSound = RangerVoiceCapture 3688 End 3689 Behavior = SpecialAbilityUpdate ModuleTag_19 3690 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 3691 StartAbilityRange = 5.0 3692 UnpackTime = 3000 ; (changing this will scale anim speed) 3693 PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 3694 PackTime = 2000 ; (changing this will scale anim speed) 3695 DoCaptureFX = Yes 3696 AwardXPForTriggering = 15 3697 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 3698 End 3699 3700 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20 3701 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 3702 TriggeredBy = Upgrade_InfantryCaptureBuilding 3703 End 3704 3705 Behavior = LockWeaponCreate ModuleTag_21 3706 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. 3707 End 3708 3709 Geometry = CYLINDER 3710 GeometryMajorRadius = 7.0 3711 GeometryMinorRadius = 7.0 3712 GeometryHeight = 13.0 3713 3714 GeometryIsSmall = Yes 3715 Shadow = SHADOW_DECAL 3716 ShadowSizeX = 14; 3717 ShadowSizeY = 14; 3718 ShadowTexture = ShadowI; 3719 BuildCompletion = APPEARS_AT_RALLY_POINT 3720 3721 End 3722 3723 3724 3725 3726 3727 3728 3729 3730 ;------------------------------------------------------------------------------ 3731 Object SupW_AmericaInfantryMissileDefender 3732 3733 ; *** ART Parameters *** 3734 SelectPortrait = SAMissleDefender_L 3735 ButtonImage = SAMissleDefender 3736 3737 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 3738 UpgradeCameo2 = Upgrade_AmericaChemicalSuits 3739 ;UpgradeCameo3 = NONE 3740 ;UpgradeCameo4 = NONE 3741 ;UpgradeCameo5 = NONE 3742 3743 Draw = W3DModelDraw ModuleTag_01 3744 OkToChangeModelColor = Yes 3745 3746 ;***NOTE*** 3747 ;A little history -- the MissileDefender now uses the assets of the TankHunter. 3748 ;The TH uses assets of the GLA tunnel defender, and the TD uses assets of the NEW 3749 ;MD. It was a design/art/code decision because the new missile defender animations 3750 ;don't suit that of a mobile/offensive unit with packing and unpacking. 3751 3752 DefaultConditionState 3753 Model = NITHNT_SKN 3754 IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 3755 IdleAnimation = NITHNT_SKL.NITHNT_IDA 3756 IdleAnimation = NITHNT_SKL.NITHNT_IDB 3757 AnimationMode = ONCE 3758 AnimationSpeedFactorRange = 0.8 1.2 3759 TransitionKey = TRANS_Stand 3760 WeaponMuzzleFlash = PRIMARY MuzzleFX 3761 WeaponFireFXBone = PRIMARY Muzzle 3762 WeaponLaunchBone = PRIMARY Muzzle 3763 WeaponLaunchBone = SECONDARY Muzzle 3764 3765 End 3766 AliasConditionState = REALLYDAMAGED 3767 3768 ConditionState = FIRING_A 3769 Animation = NITHNT_SKL.NITHNT_ATA 3770 AnimationMode = ONCE 3771 TransitionKey = TRANS_START_FIRING 3772 End 3773 AliasConditionState = FIRING_A REALLYDAMAGED 3774 3775 ConditionState = BETWEEN_FIRING_SHOTS_A 3776 Animation = NITHNT_SKL.NITHNT_STA 3777 AnimationMode = ONCE 3778 ; this is basically a trick: this guy has a nontrivial animation for firing, 3779 ; and a long recycle time between shots. we want him to finish his fire animation 3780 ; (unless he's ordered to do something else), so this is just a handy trick that 3781 ; says, "if the previous state had this transition key, allow it to finish before 3782 ; switching to us, if possible". 3783 WaitForStateToFinishIfPossible = TRANS_START_FIRING 3784 End 3785 AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 3786 3787 ConditionState = MOVING 3788 Animation = NITHNT_SKL.NITHNT_RNA 20 3789 AnimationMode = LOOP 3790 Flags = RANDOMSTART 3791 TransitionKey = None 3792 ParticleSysBone = None InfantryDustTrails 3793 End 3794 AliasConditionState = MOVING REALLYDAMAGED 3795 3796 ConditionState = RELOADING_A 3797 Animation = NITHNT_SKL.NITHNT_ATA 10 3798 AnimationMode = ONCE 3799 ;WeaponLaunchBone = PRIMARY WeaponA 3800 End 3801 AliasConditionState = MOVING RELOADING_A 3802 AliasConditionState = MOVING RELOADING_A REALLYDAMAGED 3803 3804 ConditionState = DYING 3805 Animation = NITHNT_SKL.NITHNT_DTA 3806 Animation = NITHNT_SKL.NITHNT_DTB 3807 AnimationSpeedFactorRange = 0.9 1.25 3808 AnimationMode = ONCE 3809 TransitionKey = TRANS_Dying 3810 End 3811 3812 TransitionState = TRANS_Dying TRANS_Flailing 3813 Animation = NITHNT_SKL.NITHNT_ADTA1 3814 AnimationMode = ONCE 3815 End 3816 3817 ConditionState = DYING EXPLODED_FLAILING 3818 Animation = NITHNT_SKL.NITHNT_ADTA2 3819 AnimationMode = LOOP 3820 TransitionKey = TRANS_Flailing 3821 End 3822 3823 ConditionState = DYING EXPLODED_BOUNCING 3824 Animation = NITHNT_SKL.NITHNT_ADTA3 3825 AnimationMode = ONCE 3826 TransitionKey = None 3827 End 3828 3829 ;PARACHUTING ANIMATIONS 3830 ConditionState = FREEFALL 3831 Animation = NITHNT_SKL.NITHNT_PFL 3832 AnimationMode = LOOP 3833 TransitionKey = TRANS_Falling 3834 End 3835 AliasConditionState = FREEFALL REALLYDAMAGED 3836 AliasConditionState = FREEFALL DYING 3837 3838 ConditionState = PARACHUTING 3839 Animation = NITHNT_SKL.NITHNT_PHG 3840 AnimationMode = LOOP 3841 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3842 TransitionKey = TRANS_Chute 3843 End 3844 AliasConditionState = PARACHUTING REALLYDAMAGED 3845 AliasConditionState = PARACHUTING DYING 3846 3847 TransitionState = TRANS_Falling TRANS_Chute 3848 Animation = NITHNT_SKL.NITHNT_POP 3849 AnimationMode = ONCE 3850 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3851 End 3852 3853 TransitionState = TRANS_Chute TRANS_Stand 3854 Animation = NITHNT_SKL.NITHNT_PTD 3855 AnimationMode = ONCE 3856 End 3857 3858 End 3859 3860 ; ***DESIGN parameters *** 3861 DisplayName = OBJECT:MissileTeam 3862 Side = AmericaSuperWeaponGeneral 3863 EditorSorting = INFANTRY 3864 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 3865 3866 WeaponSet 3867 Conditions = None 3868 Weapon = PRIMARY MissileDefenderMissileWeapon 3869 Weapon = SECONDARY MissileDefenderLaserGuidedMissileWeapon ;Controlled by special ability 3870 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 3871 AutoChooseSources = SECONDARY NONE 3872 End 3873 ArmorSet 3874 Conditions = None 3875 Armor = HumanArmor 3876 DamageFX = InfantryDamageFX 3877 End 3878 ArmorSet 3879 Conditions = PLAYER_UPGRADE 3880 Armor = ChemSuitHumanArmor 3881 DamageFX = InfantryDamageFX 3882 End 3883 3884 VisionRange = 150 3885 ShroudClearingRange = 400 3886 Prerequisites 3887 Object = SupW_AmericaBarracks 3888 3889 End 3890 BuildCost = 300 3891 BuildTime = 5.0 ;in seconds 3892 3893 ExperienceValue = 20 20 40 60 ;Experience point value at each level 3894 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 3895 IsTrainable = Yes ;Can gain experience 3896 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3897 CommandSet = SupW_AmericaInfantryMissileDefenderCommandSet 3898 3899 ; *** AUDIO Parameters *** 3900 VoiceSelect = MissileDefenderVoiceSelect 3901 VoiceMove = MissileDefenderVoiceMove 3902 VoiceGuard = MissileDefenderVoiceMove 3903 VoiceAttack = MissileDefenderVoiceAttack 3904 VoiceAttackAir = MissileDefenderVoiceAttack 3905 VoiceFear = MissileDefenderVoiceFear 3906 3907 UnitSpecificSounds 3908 VoiceGarrison = MissileDefenderVoiceGarrison 3909 VoiceCreate = MissileDefenderVoiceCreate 3910 VoiceEnter = MissileDefenderVoiceMove 3911 VoiceGetHealed = MissileDefenderVoiceMove 3912 End 3913 3914 ; *** ENGINEERING Parameters *** 3915 RadarPriority = UNIT 3916 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE 3917 3918 Body = ActiveBody ModuleTag_02 3919 MaxHealth = 100.0 3920 InitialHealth = 100.0 3921 End 3922 3923 Behavior = ArmorUpgrade ModuleTag_Armor01 3924 TriggeredBy = Upgrade_AmericaChemicalSuits 3925 End 3926 3927 Behavior = ExperienceScalarUpgrade ModuleTag_03 3928 TriggeredBy = Upgrade_AmericaAdvancedTraining 3929 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 3930 End 3931 3932 Behavior = AIUpdateInterface ModuleTag_04 3933 AutoAcquireEnemiesWhenIdle = Yes 3934 End 3935 3936 Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba 3937 ScanRate = 1000 ; once a second. 3938 ScanRange = 300 ; 3939 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 3940 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 3941 End 3942 3943 Locomotor = SET_NORMAL MissileDefenderLocomotor 3944 3945 Behavior = PhysicsBehavior ModuleTag_06 3946 Mass = 5.0 3947 End 3948 3949 Behavior = SpecialAbility ModuleTag_08 3950 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles 3951 UpdateModuleStartsAttack = Yes 3952 InitiateSound = MissileDefenderVoiceAttackLaser 3953 End 3954 Behavior = SpecialAbilityUpdate ModuleTag_09 3955 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles 3956 StartAbilityRange = 200.0 3957 AbilityAbortRange = 250.0 ;If the target moves outside this range, abort. 3958 PreparationTime = 1000 3959 PersistentPrepTime = 500 3960 SpecialObject = LaserBeam 3961 SpecialObjectAttachToBone = Muzzle01 3962 End 3963 3964 ;Added by JMC on 7/12/03 so that the skirmish AI can tell the missile defenders to hunt using 3965 ;the laser guided missiles. 3966 Behavior = CommandButtonHuntUpdate ModuleTag_CBHunt ; allows use of command button hunt script with this unit. 3967 End 3968 3969 3970 Behavior = SquishCollide ModuleTag_10 3971 ;nothing 3972 End 3973 3974 3975 ; --- begin Death modules --- 3976 Behavior = SlowDeathBehavior ModuleTag_Death01 3977 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 3978 SinkDelay = 3000 3979 SinkRate = 0.5 ; in Dist/Sec 3980 DestructionDelay = 8000 3981 FX = INITIAL FX_MissileDefenderDie 3982 End 3983 Behavior = SlowDeathBehavior ModuleTag_Death02 3984 DeathTypes = NONE +CRUSHED +SPLATTED 3985 SinkDelay = 3000 3986 SinkRate = 0.5 ; in Dist/Sec 3987 DestructionDelay = 8000 3988 FX = INITIAL FX_GIDieCrushed 3989 End 3990 Behavior = SlowDeathBehavior ModuleTag_Death03 3991 DeathTypes = NONE +EXPLODED 3992 SinkDelay = 3000 3993 SinkRate = 0.5 ; in Dist/Sec 3994 DestructionDelay = 8000 3995 FX = INITIAL FX_MissileDefenderDie 3996 FlingForce = 8 3997 FlingForceVariance = 3 3998 FlingPitch = 60 3999 FlingPitchVariance = 10 4000 End 4001 Behavior = SlowDeathBehavior ModuleTag_Death04 4002 DeathTypes = NONE +BURNED 4003 DestructionDelay = 0 4004 FX = INITIAL FX_DieByFireUSA 4005 OCL = INITIAL OCL_FlamingInfantry 4006 End 4007 Behavior = SlowDeathBehavior ModuleTag_Death05 4008 DeathTypes = NONE +POISONED 4009 DestructionDelay = 0 4010 FX = INITIAL FX_DieByToxinUSA 4011 OCL = INITIAL OCL_ToxicInfantry 4012 End 4013 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 4014 DeathTypes = NONE +POISONED_BETA 4015 DestructionDelay = 0 4016 FX = INITIAL FX_DieByToxinUSA 4017 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 4018 End 4019 Behavior = SlowDeathBehavior ModuleTag_Death07 4020 DeathTypes = NONE +POISONED_GAMMA 4021 DestructionDelay = 0 4022 FX = INITIAL FX_DieByToxinGLA 4023 OCL = INITIAL OCL_ToxicInfantryGamma 4024 End 4025 ; --- end Death modules --- 4026 4027 Behavior = PoisonedBehavior ModuleTag_13 4028 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 4029 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 4030 End 4031 4032 Geometry = CYLINDER 4033 GeometryMajorRadius = 7.0 4034 GeometryMinorRadius = 7.0 4035 GeometryHeight = 12.0 4036 GeometryIsSmall = Yes 4037 Shadow = SHADOW_DECAL 4038 ShadowSizeX = 14; 4039 ShadowSizeY = 14; 4040 ShadowTexture = ShadowI; 4041 BuildCompletion = APPEARS_AT_RALLY_POINT 4042 4043 End 4044 4045 ;------------------------------------------------------------------------------ 4046 ; @todo -- this entire unit is "first pass only" and needs lots of specialization 4047 Object SupW_AmericaInfantryPilot 4048 4049 ; *** ART Parameters *** 4050 SelectPortrait = SAPilot_L 4051 ButtonImage = SAPilot 4052 4053 ;UpgradeCameo1 = NONE 4054 ;UpgradeCameo2 = NONE 4055 ;UpgradeCameo3 = NONE 4056 ;UpgradeCameo4 = NONE 4057 ;UpgradeCameo5 = NONE 4058 4059 Draw = W3DModelDraw ModuleTag_01 4060 OkToChangeModelColor = Yes 4061 4062 DefaultConditionState 4063 Model = AIRPlt_SKN 4064 IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0 20 4065 IdleAnimation = AIRPlt_SKL.AIRPlt_IDA 4066 IdleAnimation = AIRPlt_SKL.AIRPlt_IDB 4067 AnimationMode = ONCE 4068 TransitionKey = TRANS_Stand 4069 End 4070 4071 ConditionState = FREEFALL 4072 Animation = AIRPlt_SKL.AIRPLT_PFL 4073 AnimationMode = ONCE 4074 TransitionKey = TRANS_Falling 4075 End 4076 AliasConditionState = FREEFALL DYING 4077 4078 ConditionState = PARACHUTING 4079 Animation = AIRPlt_SKL.AIRPlt_PHG 4080 AnimationMode = LOOP 4081 TransitionKey = TRANS_Chute 4082 WaitForStateToFinishIfPossible = TRANS_Falling 4083 End 4084 AliasConditionState = PARACHUTING DYING 4085 4086 ConditionState = MOVING 4087 Animation = AIRPlt_SKL.AIRPlt_RNA 4088 AnimationMode = LOOP 4089 TransitionKey = TRANS_Stand 4090 ParticleSysBone = None InfantryDustTrails 4091 End 4092 4093 4094 ConditionState = DYING 4095 Animation = AIRPlt_SKL.AIRPlt_DTA 4096 Animation = AIRPlt_SKL.AIRPlt_DTB 4097 AnimationMode = ONCE 4098 TransitionKey = TRANS_Dying 4099 End 4100 4101 TransitionState = TRANS_Dying TRANS_Flailing 4102 Animation = AIRPlt_SKL.AIRPlt_ADTE1 4103 AnimationMode = ONCE 4104 End 4105 4106 ConditionState = DYING EXPLODED_FLAILING 4107 Animation = AIRPlt_SKL.AIRPlt_ADTE2 4108 AnimationMode = LOOP 4109 TransitionKey = TRANS_Flailing 4110 End 4111 4112 ConditionState = DYING EXPLODED_BOUNCING 4113 Animation = AIRPlt_SKL.AIRPlt_ADTE3 4114 AnimationMode = ONCE 4115 TransitionKey = None 4116 End 4117 4118 ConditionState = SPECIAL_CHEERING 4119 Animation = AIRPLT_SKL.AIRPLT_CHA 4120 AnimationMode = LOOP 4121 End 4122 4123 ;@TODO -- MISSING ANIMATION FILE 4124 ;TransitionState = TRANS_Falling TRANS_Chute 4125 ; Animation = AIRPLT_SKL.AIRPLT_POP 4126 ; AnimationMode = ONCE 4127 ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 4128 ;End 4129 4130 TransitionState = TRANS_Chute TRANS_Stand 4131 Animation = AIRPlt_SKL.AIRPlt_PTD 4132 AnimationMode = ONCE 4133 End 4134 4135 End 4136 4137 ; ***DESIGN parameters *** 4138 DisplayName = OBJECT:Pilot 4139 Side = AmericaSuperWeaponGeneral 4140 EditorSorting = INFANTRY 4141 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 4142 ExperienceValue = 10 10 10 10 ;Experience point value at each level 4143 ExperienceRequired = 0 1 2 3 ;Experience points needed to gain each level 4144 IsTrainable = Yes ;Can gain experience 4145 CommandSet = AmericaInfantryPilotCommandSet 4146 4147 ArmorSet 4148 Conditions = None 4149 Armor = HumanArmor 4150 DamageFX = InfantryDamageFX 4151 End 4152 4153 VisionRange = 150 4154 ShroudClearingRange = 300 4155 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4156 4157 ; *** AUDIO Parameters *** 4158 VoiceSelect = PilotVoiceSelect 4159 VoiceMove = PilotVoiceMove 4160 VoiceAttack = PilotVoiceMove 4161 VoiceGarrison = NoSound 4162 VoiceFear = PilotVoiceFear 4163 UnitSpecificSounds 4164 VoiceEnter = PilotVoiceEnter 4165 VoiceEnterHostile = PilotVoiceEnter 4166 VoiceGetHealed = PilotVoiceMove 4167 End 4168 4169 ; *** ENGINEERING Parameters *** 4170 RadarPriority = UNIT 4171 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY NO_GARRISON SCORE IGNORES_SELECT_ALL 4172 4173 Behavior = VeterancyGainCreate ModuleTag_02 4174 ; omit the "ScienceRequired" so that this upgrade always occurs. 4175 ; Pilots should never (repeat, never) be less than VETERAN status. 4176 StartingLevel = VETERAN 4177 End 4178 4179 Behavior = VeterancyCrateCollide ModuleTag_03 4180 RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with 4181 ForbiddenKindOf = DOZER ; but not to TRANSPORTs or DOZERs! 4182 EffectRange = 0 ; 0=="affect only the thing you collide with" 4183 AddsOwnerVeterancy = Yes ; we add our own veterancy to the target (rather than just +1 level) 4184 IsPilot = Yes ; set the pilot flag because it's different than the veterancy crate and has extra checking 4185 End 4186 4187 Body = ActiveBody ModuleTag_04 4188 MaxHealth = 100.0 4189 InitialHealth = 100.0 4190 End 4191 4192 Behavior = AIUpdateInterface ModuleTag_05 4193 AutoAcquireEnemiesWhenIdle = Yes 4194 End 4195 4196 Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba 4197 ScanRate = 1000 ; once a second. 4198 ScanRange = 300 ; 4199 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 4200 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 4201 End 4202 4203 Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba 4204 ScanRate = 1000 ; once a second. 4205 ScanRange = 300 ; 4206 MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. 4207 End 4208 4209 Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor 4210 Locomotor = SET_NORMAL_UPGRADED BasicHumanLocomotorPlus25 4211 4212 Behavior = PhysicsBehavior ModuleTag_08 4213 Mass = 5.0 4214 End 4215 4216 Behavior = LocomotorSetUpgrade ModuleTag_10 4217 TriggeredBy = Upgrade_Veterancy_HEROIC 4218 End 4219 4220 Behavior = SquishCollide ModuleTag_11 4221 ;nothing 4222 End 4223 4224 4225 ; --- begin Death modules --- 4226 Behavior = SlowDeathBehavior ModuleTag_Death01 4227 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 4228 SinkDelay = 3000 4229 SinkRate = 0.5 ; in Dist/Sec 4230 DestructionDelay = 8000 4231 FX = INITIAL FX_PilotDie 4232 End 4233 Behavior = SlowDeathBehavior ModuleTag_Death02 4234 DeathTypes = NONE +CRUSHED +SPLATTED 4235 SinkDelay = 3000 4236 SinkRate = 0.5 ; in Dist/Sec 4237 DestructionDelay = 8000 4238 FX = INITIAL FX_GIDieCrushed 4239 End 4240 Behavior = SlowDeathBehavior ModuleTag_Death03 4241 DeathTypes = NONE +EXPLODED 4242 SinkDelay = 3000 4243 SinkRate = 0.5 ; in Dist/Sec 4244 DestructionDelay = 8000 4245 FX = INITIAL FX_PilotDie 4246 FlingForce = 8 4247 FlingForceVariance = 3 4248 FlingPitch = 60 4249 FlingPitchVariance = 10 4250 End 4251 Behavior = SlowDeathBehavior ModuleTag_Death04 4252 DeathTypes = NONE +BURNED 4253 DestructionDelay = 0 4254 FX = INITIAL FX_DieByFireUSA 4255 OCL = INITIAL OCL_FlamingInfantry 4256 End 4257 Behavior = SlowDeathBehavior ModuleTag_Death05 4258 DeathTypes = NONE +POISONED 4259 DestructionDelay = 0 4260 FX = INITIAL FX_DieByToxinUSA 4261 OCL = INITIAL OCL_ToxicInfantry 4262 End 4263 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 4264 DeathTypes = NONE +POISONED_BETA 4265 DestructionDelay = 0 4266 FX = INITIAL FX_DieByToxinUSA 4267 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 4268 End 4269 Behavior = SlowDeathBehavior ModuleTag_Death07 4270 DeathTypes = NONE +POISONED_GAMMA 4271 DestructionDelay = 0 4272 FX = INITIAL FX_DieByToxinGLA 4273 OCL = INITIAL OCL_ToxicInfantryGamma 4274 End 4275 ; --- end Death modules --- 4276 4277 Behavior = PoisonedBehavior ModuleTag_14 4278 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 4279 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 4280 End 4281 4282 Geometry = CYLINDER 4283 GeometryMajorRadius = 10.0 4284 GeometryMinorRadius = 10.0 4285 GeometryHeight = 12.0 4286 GeometryIsSmall = Yes 4287 Shadow = SHADOW_DECAL 4288 ShadowSizeX = 14; 4289 ShadowSizeY = 14; 4290 ShadowTexture = ShadowI; 4291 BuildCompletion = APPEARS_AT_RALLY_POINT 4292 4293 End 4294 4295 ;------------------------------------------------------------------------------ 4296 Object SupW_AmericaInfantryPathfinder 4297 4298 ; *** ART Parameters *** 4299 SelectPortrait = SAPathfinder1_L 4300 ButtonImage = SAPathfinder1 4301 4302 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 4303 UpgradeCameo2 = Upgrade_AmericaChemicalSuits 4304 ;UpgradeCameo3 = NONE 4305 ;UpgradeCameo4 = NONE 4306 ;UpgradeCameo5 = NONE 4307 4308 Draw = W3DModelDraw ModuleTag_01 4309 4310 OkToChangeModelColor = Yes 4311 4312 DefaultConditionState 4313 Model = AIPFDR_SKN 4314 IdleAnimation = AIPFDR_SKL.AIPFDR_STA 4315 IdleAnimation = AIPFDR_SKL.AIPFDR_IDA 4316 AnimationMode = ONCE 4317 WeaponFireFXBone = PRIMARY Muzzle 4318 WeaponMuzzleFlash = PRIMARY MuzzleFX 4319 TransitionKey = TRANS_Standing 4320 End 4321 AliasConditionState = REALLYDAMAGED 4322 4323 ConditionState = MOVING 4324 Animation = AIPFDR_SKL.AIPFDR_RNA 25 4325 AnimationMode = LOOP 4326 Flags = RANDOMSTART 4327 TransitionKey = TRANS_Standing 4328 ParticleSysBone = None InfantryDustTrails 4329 End 4330 AliasConditionState = MOVING REALLYDAMAGED 4331 4332 ConditionState = FIRING_A 4333 Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position 4334 AnimationMode = ONCE 4335 TransitionKey = TRANS_FiringA 4336 End 4337 AliasConditionState = FIRING_A MOVING 4338 AliasConditionState = FIRING_A MOVING REALLYDAMAGED 4339 AliasConditionState = FIRING_A REALLYDAMAGED 4340 4341 ConditionState = BETWEEN_FIRING_SHOTS_A 4342 Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position 4343 AnimationMode = ONCE 4344 WaitForStateToFinishIfPossible = TRANS_FiringA 4345 End 4346 AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 4347 AliasConditionState = RELOADING_A 4348 AliasConditionState = RELOADING_A REALLYDAMAGED 4349 4350 ConditionState = DYING 4351 Animation = AIPFDR_SKL.AIPFDR_DTA 4352 AnimationMode = ONCE 4353 TransitionKey = TRANS_Dying 4354 End 4355 4356 TransitionState = TRANS_Dying TRANS_Flailing 4357 Animation = AIPFDR_SKL.AIPFDR_ADTA1 4358 AnimationMode = ONCE 4359 End 4360 4361 ConditionState = DYING EXPLODED_FLAILING 4362 Animation = AIPFDR_SKL.AIPFDR_ADTA2 4363 AnimationMode = LOOP 4364 TransitionKey = TRANS_Flailing 4365 End 4366 4367 ConditionState = DYING EXPLODED_BOUNCING 4368 Animation = AIPFDR_SKL.AIPFDR_ADTA3 4369 AnimationMode = ONCE 4370 TransitionKey = None 4371 End 4372 4373 ConditionState = FREEFALL 4374 Animation = AIPFDR_SKL.AIPFDR_PFL 4375 AnimationMode = LOOP 4376 TransitionKey = TRANS_Falling 4377 End 4378 AliasConditionState = FREEFALL DYING 4379 4380 ConditionState = PARACHUTING 4381 Animation = AIPFDR_SKL.AIPFDR_PHG 4382 AnimationMode = LOOP 4383 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME 4384 ;our bone positions should come from the last frame, rather than the first 4385 TransitionKey = TRANS_Chute 4386 End 4387 AliasConditionState = PARACHUTING DYING 4388 4389 4390 TransitionState = TRANS_Falling TRANS_Chute 4391 Animation = AIPFDR_SKL.AIPFDR_POP 4392 AnimationMode = ONCE 4393 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME 4394 ;our bone positions should come from the last frame, rather than the first 4395 End 4396 4397 TransitionState = TRANS_Chute TRANS_Standing 4398 Animation = AIPFDR_SKL.AIPFDR_PTD 4399 AnimationMode = ONCE 4400 End 4401 End 4402 4403 4404 ; ***DESIGN parameters *** 4405 DisplayName = OBJECT:Pathfinder 4406 Side = AmericaSuperWeaponGeneral 4407 EditorSorting = INFANTRY 4408 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 4409 4410 WeaponSet 4411 Conditions = None 4412 Weapon = PRIMARY USAPathfinderSniperRifle 4413 End 4414 ArmorSet 4415 Conditions = None 4416 Armor = HumanArmor 4417 DamageFX = InfantryDamageFX 4418 End 4419 ArmorSet 4420 Conditions = PLAYER_UPGRADE 4421 Armor = ChemSuitHumanArmor 4422 DamageFX = InfantryDamageFX 4423 End 4424 VisionRange = 200 4425 ShroudClearingRange = 400 4426 Prerequisites 4427 Object = SupW_AmericaBarracks 4428 Science = SCIENCE_Pathfinder 4429 End 4430 BuildCost = 600 4431 BuildTime = 10.0 ;in seconds 4432 4433 ExperienceValue = 40 40 60 80 ;Experience point value at each level 4434 ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level 4435 IsTrainable = Yes ;Can gain experience 4436 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4437 CommandSet = AmericaInfantryPathfinderCommandSet 4438 4439 ; *** AUDIO Parameters *** 4440 VoiceSelect = PathfinderVoiceSelect 4441 VoiceMove = PathfinderVoiceMove 4442 VoiceGuard = PathfinderVoiceMove 4443 VoiceAttack = PathfinderVoiceAttack 4444 VoiceFear = PathfinderVoiceFear 4445 SoundStealthOn = StealthOn 4446 SoundStealthOff = StealthOff 4447 VoiceFear = PathfinderVoiceFear 4448 4449 UnitSpecificSounds 4450 VoiceCreate = PathfinderVoiceCreate 4451 VoiceGarrison = PathfinderVoiceGarrison 4452 VoiceEnter = PathfinderVoiceMove 4453 VoiceEnterHostile = PathfinderVoiceMove 4454 VoiceGetHealed = PathfinderVoiceMove 4455 End 4456 4457 ; *** ENGINEERING Parameters *** 4458 RadarPriority = UNIT 4459 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY STEALTH_GARRISON SCORE CANNOT_RETALIATE 4460 4461 Body = ActiveBody ModuleTag_02 4462 MaxHealth = 120.0 4463 InitialHealth = 120.0 4464 End 4465 4466 Behavior = ArmorUpgrade ModuleTag_Armor01 4467 TriggeredBy = Upgrade_AmericaChemicalSuits 4468 End 4469 4470 Behavior = AIUpdateInterface ModuleTag_03 4471 AutoAcquireEnemiesWhenIdle = Yes Stealthed 4472 MoodAttackCheckRate = 250 4473 End 4474 4475 Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba 4476 ScanRate = 1000 ; once a second. 4477 ScanRange = 300 ; 4478 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 4479 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 4480 End 4481 4482 Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor 4483 4484 Behavior = ExperienceScalarUpgrade ModuleTag_05 4485 TriggeredBy = Upgrade_AmericaAdvancedTraining 4486 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 4487 End 4488 4489 Behavior = PhysicsBehavior ModuleTag_06 4490 Mass = 5.0 4491 End 4492 Behavior = StealthDetectorUpdate ModuleTag_08 4493 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 4494 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 4495 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 4496 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 4497 End 4498 Behavior = StealthUpdate ModuleTag_09 4499 StealthDelay = 0 ; msec 4500 StealthForbiddenConditions = MOVING ; stays stealthy while attacking 4501 FriendlyOpacityMin = 30.0% 4502 FriendlyOpacityMax = 80.0% 4503 PulseFrequency = 500 ; msec 4504 MoveThresholdSpeed = 3 4505 InnateStealth = Yes 4506 OrderIdleEnemiesToAttackMeUponReveal = Yes 4507 End 4508 4509 Behavior = SquishCollide ModuleTag_10 4510 ;nothing 4511 End 4512 4513 4514 ; --- begin Death modules --- 4515 Behavior = SlowDeathBehavior ModuleTag_Death01 4516 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 4517 SinkDelay = 3000 4518 SinkRate = 0.5 ; in Dist/Sec 4519 DestructionDelay = 8000 4520 FX = INITIAL FX_PathfinderDie 4521 End 4522 Behavior = SlowDeathBehavior ModuleTag_Death02 4523 DeathTypes = NONE +CRUSHED +SPLATTED 4524 SinkDelay = 3000 4525 SinkRate = 0.5 ; in Dist/Sec 4526 DestructionDelay = 8000 4527 FX = INITIAL FX_GIDieCrushed 4528 End 4529 Behavior = SlowDeathBehavior ModuleTag_Death03 4530 DeathTypes = NONE +EXPLODED 4531 SinkDelay = 3000 4532 SinkRate = 0.5 ; in Dist/Sec 4533 DestructionDelay = 8000 4534 FX = INITIAL FX_PathfinderDie 4535 FlingForce = 8 4536 FlingForceVariance = 3 4537 FlingPitch = 60 4538 FlingPitchVariance = 10 4539 End 4540 Behavior = SlowDeathBehavior ModuleTag_Death04 4541 DeathTypes = NONE +BURNED 4542 DestructionDelay = 0 4543 FX = INITIAL FX_DieByFireUSA 4544 OCL = INITIAL OCL_FlamingInfantry 4545 End 4546 Behavior = SlowDeathBehavior ModuleTag_Death05 4547 DeathTypes = NONE +POISONED 4548 DestructionDelay = 0 4549 FX = INITIAL FX_DieByToxinUSA 4550 OCL = INITIAL OCL_ToxicInfantry 4551 End 4552 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 4553 DeathTypes = NONE +POISONED_BETA 4554 DestructionDelay = 0 4555 FX = INITIAL FX_DieByToxinUSA 4556 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 4557 End 4558 Behavior = SlowDeathBehavior ModuleTag_Death07 4559 DeathTypes = NONE +POISONED_GAMMA 4560 DestructionDelay = 0 4561 FX = INITIAL FX_DieByToxinGLA 4562 OCL = INITIAL OCL_ToxicInfantryGamma 4563 End 4564 ; --- end Death modules --- 4565 4566 Behavior = PoisonedBehavior ModuleTag_13 4567 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 4568 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 4569 End 4570 4571 Geometry = CYLINDER 4572 GeometryMajorRadius = 10.0 4573 GeometryMinorRadius = 10.0 4574 GeometryHeight = 12.0 4575 GeometryIsSmall = Yes 4576 Shadow = SHADOW_DECAL 4577 ShadowSizeX = 14; 4578 ShadowSizeY = 14; 4579 ShadowTexture = ShadowI; 4580 BuildCompletion = APPEARS_AT_RALLY_POINT 4581 4582 End 4583 4584 4585 4586 4587 4588 4589 4590 4591 4592 4593 4594 4595 4596 4597 4598 4599 4600 4601 4602 4603 4604 4605 4606 4607 4608 4609 4610 4611 4612 4613 4614 4615 4616 4617 4618 4619 4620 4621 4622 4623 4624 4625 4626 4627 4628 4629 4630 4631 4632 4633 4634 4635 4636 4637 4638 4639 4640 4641 4642 4643 4644 4645 4646 4647 4648 4649 4650 4651 4652 4653 4654 4655 4656 4657 ;------------------------------------------------------------------------------ 4658 Object SupW_AmericaVehicleHumvee 4659 4660 ; *** ART Parameters *** 4661 SelectPortrait = SAHummer_L 4662 ButtonImage = SAHummer 4663 4664 UpgradeCameo1 = Upgrade_AmericaBattleDrone 4665 UpgradeCameo2 = Upgrade_AmericaScoutDrone 4666 UpgradeCameo3 = Upgrade_AmericaTOWMissile 4667 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 4668 UpgradeCameo5 = Upgrade_AmericaHellfireDrone 4669 4670 Draw = W3DTruckDraw ModuleTag_01 4671 OkToChangeModelColor = Yes 4672 4673 ConditionState = NONE 4674 Model = AVHUMMER 4675 Turret = Turret 4676 ShowSubObject = Turret 4677 HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 4678 WeaponFireFXBone = PRIMARY Muzzle 4679 WeaponMuzzleFlash = PRIMARY MuzzleFX 4680 End 4681 4682 ConditionState = REALLYDAMAGED 4683 Model = AVHUMMER_d 4684 Turret = Turret 4685 ShowSubObject = Turret 4686 HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 4687 WeaponFireFXBone = PRIMARY Muzzle 4688 WeaponMuzzleFlash = PRIMARY MuzzleFX 4689 End 4690 4691 ConditionState = WEAPONSET_PLAYER_UPGRADE 4692 Model = AVHUMMER 4693 Turret = TurretUp01 4694 HideSubObject = Turret MuzzleFX01 4695 ShowSubObject = TurretUp01 Housecolor03 4696 WeaponFireFXBone = PRIMARY MuzzleUp 4697 WeaponMuzzleFlash = PRIMARY MuzzleFXUp 4698 WeaponFireFXBone = SECONDARY WeaponB 4699 WeaponLaunchBone = SECONDARY WeaponB 4700 WeaponFireFXBone = TERTIARY WeaponB 4701 WeaponLaunchBone = TERTIARY WeaponB 4702 End 4703 4704 ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 4705 Model = AVHUMMER_d 4706 Turret = TurretUp01 4707 HideSubObject = Turret MuzzleFX01 4708 ShowSubObject = TurretUp01 Housecolor03 4709 WeaponFireFXBone = PRIMARY MuzzleUp 4710 WeaponMuzzleFlash = PRIMARY MuzzleFXUp 4711 WeaponFireFXBone = SECONDARY WeaponB 4712 WeaponLaunchBone = SECONDARY WeaponB 4713 WeaponFireFXBone = TERTIARY WeaponB 4714 WeaponLaunchBone = TERTIARY WeaponB 4715 End 4716 4717 TrackMarks = EXTireTrack.tga 4718 4719 Dust = RocketBuggyDust 4720 DirtSpray = RocketBuggyDirtSpray 4721 PowerslideSpray = RocketBuggyDirtPowerSlide 4722 4723 ; These parameters are only used if the model has a separate suspension, 4724 ; and the locomotor has HasSuspension = Yes. 4725 LeftFrontTireBone = Tire01 4726 RightFrontTireBone = Tire02 4727 LeftRearTireBone = Tire03 4728 RightRearTireBone = Tire04 4729 TireRotationMultiplier = 0.2 ; this * speed = rotation. 4730 PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding. 4731 4732 End 4733 4734 ; ***DESIGN parameters *** 4735 DisplayName = OBJECT:Humvee 4736 Side = AmericaSuperWeaponGeneral 4737 EditorSorting = VEHICLE 4738 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4739 WeaponSet 4740 Conditions = None 4741 Weapon = PRIMARY HumveeGun 4742 End 4743 WeaponSet 4744 Conditions = PLAYER_UPGRADE 4745 Weapon = PRIMARY HumveeGun 4746 Weapon = SECONDARY HumveeMissileWeapon 4747 Weapon = TERTIARY HumveeMissileWeaponAir 4748 PreferredAgainst = TERTIARY AIRCRAFT 4749 End 4750 ArmorSet 4751 Conditions = None 4752 Armor = HumveeArmor 4753 DamageFX = TruckDamageFX 4754 End 4755 BuildCost = 850 4756 BuildTime = 10.0 ;in seconds 4757 VisionRange = 150 4758 ShroudClearingRange = 320 4759 Prerequisites 4760 Object = SupW_AmericaWarFactory 4761 End 4762 ExperienceValue = 50 50 100 150 ;Experience point value at each level 4763 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 4764 IsTrainable = Yes ;Can gain experience 4765 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4766 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4767 CommandSet = SupW_AmericaVehicleHumveeCommandSet 4768 4769 ; *** AUDIO Parameters *** 4770 VoiceSelect = HumveeVoiceSelect 4771 VoiceMove = HumveeVoiceMove 4772 VoiceGuard = HumveeVoiceMove 4773 VoiceAttack = HumveeVoiceAttack 4774 VoiceAttackAir = HumveeVoiceAttackTOW 4775 SoundMoveStart = HumveeMoveStart 4776 SoundMoveStartDamaged = HumveeMoveStart 4777 SoundEnter = HumveeEnter 4778 SoundExit = HumveeExit 4779 4780 UnitSpecificSounds 4781 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4782 ;TurretMoveStart = NoSound 4783 VoiceCreate = HumveeVoiceCreate 4784 TurretMoveLoop = TurretMoveLoop 4785 SoundEject = PilotSoundEject 4786 VoiceEject = PilotVoiceEject 4787 VoiceCrush = HumveeVoiceCrush 4788 ; Required for the W3DTruckDraw module 4789 TruckLandingSound = RocketBuggyLand 4790 TruckPowerslideSound = RocketBuggyPowerslide 4791 VoiceUnload = HumveeVoiceUnload 4792 VoiceEnter = HumveeVoiceMove 4793 End 4794 4795 4796 ; *** ENGINEERING Parameters *** 4797 RadarPriority = UNIT 4798 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT 4799 4800 Body = ActiveBody ModuleTag_02 4801 MaxHealth = 240.0 4802 InitialHealth = 240.0 4803 4804 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4805 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4806 SubdualDamageCap = 480 4807 SubdualDamageHealRate = 500 4808 SubdualDamageHealAmount = 50 4809 End 4810 Behavior = TransportAIUpdate ModuleTag_03 4811 Turret 4812 TurretTurnRate = 180 4813 RecenterTime = 5000 ; how long to wait during idle before recentering 4814 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 4815 End 4816 AutoAcquireEnemiesWhenIdle = Yes 4817 MoodAttackCheckRate = 250 4818 End 4819 Locomotor = SET_NORMAL HumveeLocomotor 4820 4821 Behavior = PhysicsBehavior ModuleTag_04 4822 Mass = 50.0 4823 End 4824 4825 Behavior = TransportContain ModuleTag_05 4826 PassengersAllowedToFire = Yes 4827 Slots = 5 4828 ; EnterSound = GarrisonEnter 4829 ; ExitSound = GarrisonExit 4830 DamagePercentToUnits = 100% ;10% 4831 AllowInsideKindOf = INFANTRY 4832 ExitDelay = 250 4833 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 4834 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 4835 End 4836 4837 Behavior = ObjectCreationUpgrade ModuleTag_06 4838 UpgradeObject = OCL_AmericanBattleDrone 4839 TriggeredBy = Upgrade_AmericaBattleDrone 4840 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 4841 End 4842 Behavior = ObjectCreationUpgrade ModuleTag_07 4843 UpgradeObject = OCL_AmericanScoutDrone 4844 TriggeredBy = Upgrade_AmericaScoutDrone 4845 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 4846 End 4847 Behavior = ObjectCreationUpgrade ModuleTag_14 4848 UpgradeObject = OCL_AmericanHellfireDrone 4849 TriggeredBy = Upgrade_AmericaHellfireDrone 4850 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 4851 End 4852 Behavior = ProductionUpdate ModuleTag_08 4853 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 4854 End 4855 4856 Behavior = WeaponSetUpgrade ModuleTag_09 4857 TriggeredBy = Upgrade_AmericaTOWMissile 4858 End 4859 Behavior = ExperienceScalarUpgrade ModuleTag_10 4860 TriggeredBy = Upgrade_AmericaAdvancedTraining 4861 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 4862 End 4863 4864 Behavior = SlowDeathBehavior ModuleTag_11 4865 DeathTypes = ALL -CRUSHED -SPLATTED 4866 ProbabilityModifier = 25 4867 DestructionDelay = 1 4868 OCL = INITIAL OCL_InitialHumveeDebris 4869 FX = FINAL FX_BattleMasterExplosionOneFinal 4870 OCL = FINAL OCL_FinalHumveeDebris 4871 End 4872 4873 Behavior = DestroyDie ModuleTag_12 4874 DeathTypes = NONE +CRUSHED +SPLATTED 4875 End 4876 4877 Behavior = FXListDie ModuleTag_13 4878 DeathTypes = NONE +CRUSHED +SPLATTED 4879 DeathFX = FX_CarCrush 4880 End 4881 4882 Behavior = CreateCrateDie ModuleTag_CratesChange 4883 CrateData = SalvageCrateData 4884 ;CrateData = EliteTankCrateData 4885 ;CrateData = HeroicTankCrateData 4886 End 4887 4888 ; This is commented out per hotlist request 10/9 ML 4889 ; Behavior = CreateObjectDie ModuleTag_15 4890 ; DeathTypes = ALL -CRUSHED -SPLATTED 4891 ; CreationList = OCL_AmericanRangerDebris01 4892 ; ExemptStatus = HIJACKED 4893 ; End 4894 4895 Behavior = EjectPilotDie ModuleTag_16 4896 DeathTypes = ALL -CRUSHED -SPLATTED 4897 ExemptStatus = HIJACKED 4898 ; The following added out per hotlist request 10/9 as above ML 4899 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 4900 GroundCreationList = OCL_EjectPilotOnGround 4901 AirCreationList = OCL_EjectPilotViaParachute 4902 End 4903 4904 Behavior = TransitionDamageFX ModuleTag_17 4905 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 4906 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 4907 End 4908 4909 Behavior = FlammableUpdate ModuleTag_21 4910 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4911 AflameDamageAmount = 3 ; taking this much damage... 4912 AflameDamageDelay = 500 ; this often. 4913 End 4914 4915 Geometry = BOX 4916 GeometryMajorRadius = 14.0 4917 GeometryMinorRadius = 7.0 4918 GeometryHeight = 11.5 4919 GeometryIsSmall = Yes 4920 Shadow = SHADOW_VOLUME 4921 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 4922 4923 End 4924 4925 4926 4927 4928 4929 4930 4931 4932 4933 4934 4935 4936 4937 ;---------------------------------------------------------- 4938 Object SupW_AmericaVehicleTomahawk 4939 4940 ; *** ART Parameters *** 4941 SelectPortrait = SACTomahawk_L 4942 ButtonImage = SACTomahawk 4943 4944 UpgradeCameo1 = Upgrade_AmericaScoutDrone 4945 UpgradeCameo2 = Upgrade_AmericaBattleDrone 4946 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 4947 UpgradeCameo4 = Upgrade_AmericaHellfireDrone 4948 ;UpgradeCameo5 = XXX 4949 4950 Draw = W3DTankDraw ModuleTag_01 4951 OkToChangeModelColor = Yes 4952 4953 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 4954 4955 DefaultConditionState 4956 Model = AVTomahawk 4957 Turret = TURRET 4958 TurretPitch = TURRETEL 4959 WeaponLaunchBone = PRIMARY WeaponA 4960 WeaponHideShowBone = PRIMARY MISSILE 4961 End 4962 4963 ConditionState = REALLYDAMAGED 4964 Model = AVTomahawk_D 4965 End 4966 AliasConditionState = RUBBLE 4967 4968 TrackMarks = EXTnkTrack.tga 4969 4970 End 4971 4972 ; ***DESIGN parameters *** 4973 DisplayName = OBJECT:Tomahawk 4974 Side = AmericaSuperWeaponGeneral 4975 EditorSorting = VEHICLE 4976 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4977 BuildCost = 1400 4978 BuildTime = 20.0 ;in seconds 4979 VisionRange = 180 4980 ShroudClearingRange = 200 4981 Prerequisites 4982 Object = SupW_AmericaWarFactory 4983 Object = SupW_AmericaStrategyCenter 4984 End 4985 ExperienceValue = 50 50 100 150 ;Experience point value at each level 4986 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 4987 IsTrainable = Yes ;Can gain experience 4988 WeaponSet 4989 Conditions = None 4990 Weapon = PRIMARY TomahawkMissileWeapon 4991 End 4992 ArmorSet 4993 Conditions = None 4994 Armor = TruckArmor 4995 DamageFX = TankDamageFX 4996 End 4997 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4998 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4999 CommandSet = SupW_AmericaVehicleTomahawkCommandSet 5000 5001 ; *** AUDIO Parameters *** 5002 VoiceSelect = TomahawkVoiceSelect 5003 VoiceMove = TomahawkVoiceMove 5004 VoiceGuard = TomahawkVoiceMove 5005 VoiceAttack = TomahawkVoiceAttack 5006 SoundMoveStart = TomahawkMoveStart 5007 SoundMoveStartDamaged = TomahawkMoveStart 5008 5009 UnitSpecificSounds 5010 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5011 VoiceCreate = TomahawkVoiceCreate 5012 TurretMoveStart = NoSound 5013 TurretMoveLoop = TurretMoveLoopLoud 5014 SoundEject = PilotSoundEject 5015 VoiceEject = PilotVoiceEject 5016 VoiceCrush = TomahawkVoiceCrush 5017 VoiceEnter = TomahawkVoiceMove 5018 VoiceBombard = TomahawkVoiceAttack 5019 End 5020 5021 ; *** ENGINEERING Parameters *** 5022 RadarPriority = UNIT 5023 KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 5024 5025 Body = ActiveBody ModuleTag_02 5026 MaxHealth = 180.0 5027 InitialHealth = 180.0 5028 5029 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5030 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5031 SubdualDamageCap = 360 5032 SubdualDamageHealRate = 500 5033 SubdualDamageHealAmount = 50 5034 End 5035 5036 Behavior = AIUpdateInterface ModuleTag_03 5037 Turret 5038 TurretTurnRate = 60 ; turn rate, in degrees per sec 5039 TurretPitchRate = 60 5040 FirePitch = 70 ; Instead of aiming pitchwise at the target, it will aim here 5041 AllowsPitch = Yes 5042 ControlledWeaponSlots = PRIMARY 5043 End 5044 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 5045 End 5046 Locomotor = SET_NORMAL TomahawkLocomotor 5047 5048 Behavior = PhysicsBehavior ModuleTag_04 5049 Mass = 50.0 5050 End 5051 Behavior = SlowDeathBehavior ModuleTag_05 5052 DeathTypes = ALL -CRUSHED -SPLATTED 5053 DestructionDelay = 500 5054 DestructionDelayVariance = 100 5055 FX = INITIAL FX_GenericTankDeathEffect 5056 OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie 5057 FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion 5058 End 5059 5060 Behavior = ObjectCreationUpgrade ModuleTag_06 5061 UpgradeObject = OCL_AmericanBattleDrone 5062 TriggeredBy = Upgrade_AmericaBattleDrone 5063 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 5064 End 5065 Behavior = ObjectCreationUpgrade ModuleTag_07 5066 UpgradeObject = OCL_AmericanScoutDrone 5067 TriggeredBy = Upgrade_AmericaScoutDrone 5068 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 5069 End 5070 Behavior = ObjectCreationUpgrade ModuleTag_15 5071 UpgradeObject = OCL_AmericanHellfireDrone 5072 TriggeredBy = Upgrade_AmericaHellfireDrone 5073 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 5074 End 5075 Behavior = ProductionUpdate ModuleTag_08 5076 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 5077 End 5078 5079 Behavior = ExperienceScalarUpgrade ModuleTag_09 5080 TriggeredBy = Upgrade_AmericaAdvancedTraining 5081 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 5082 End 5083 5084 Behavior = DestroyDie ModuleTag_10 5085 DeathTypes = NONE +CRUSHED +SPLATTED 5086 End 5087 5088 Behavior = FXListDie ModuleTag_11 5089 DeathTypes = NONE +CRUSHED +SPLATTED 5090 DeathFX = FX_CarCrush 5091 End 5092 5093 Behavior = CreateObjectDie ModuleTag_12 5094 DeathTypes = NONE +CRUSHED +SPLATTED 5095 CreationList = OCL_CrusaderTank_CrushEffect 5096 End 5097 5098 ; Behavior = FXListDie 5099 ; DeathTypes = ALL -CRUSHED -SPLATTED 5100 ; DeathFX = FX_GenericTankDeathEffect 5101 ; End 5102 ; Behavior = CreateObjectDie 5103 ; DeathTypes = ALL -CRUSHED -SPLATTED 5104 ; CreationList = OCL_GenericTankDeathEffect 5105 ; End 5106 Behavior = EjectPilotDie ModuleTag_13 5107 DeathTypes = ALL -CRUSHED -SPLATTED 5108 ExemptStatus = HIJACKED 5109 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 5110 GroundCreationList = OCL_EjectPilotOnGround 5111 AirCreationList = OCL_EjectPilotViaParachute 5112 End 5113 5114 Behavior = TransitionDamageFX ModuleTag_14 5115 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5116 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 5117 End 5118 5119 Behavior = FlammableUpdate ModuleTag_21 5120 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5121 AflameDamageAmount = 3 ; taking this much damage... 5122 AflameDamageDelay = 500 ; this often. 5123 End 5124 5125 Geometry = BOX 5126 GeometryMajorRadius = 15.0 5127 GeometryMinorRadius = 10.0 5128 GeometryHeight = 10.0 5129 GeometryIsSmall = Yes 5130 Shadow = SHADOW_VOLUME 5131 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 5132 5133 End 5134 5135 5136 5137 5138 5139 5140 5141 5142 5143 5144 5145 5146 5147 5148 ;------------------------------------------------------------------------------ 5149 ; Also known as the Ambulance 5150 Object SupW_AmericaVehicleMedic 5151 5152 ; *** ART Parameters *** 5153 SelectPortrait = SAAmbulance_L 5154 ButtonImage = SAAmbulance 5155 5156 UpgradeCameo1 = Upgrade_AmericaBattleDrone 5157 UpgradeCameo2 = Upgrade_AmericaScoutDrone 5158 ;UpgradeCameo3 = NONE 5159 ;UpgradeCameo4 = NONE 5160 ;UpgradeCameo5 = NONE 5161 5162 Draw = W3DTruckDraw ModuleTag_01 5163 5164 ConditionState = NONE 5165 Model = AVAmbulance 5166 Turret = Turret 5167 TurretPitch = TurretEL 5168 WeaponFireFXBone = PRIMARY WeaponA 5169 WeaponLaunchBone = PRIMARY WeaponA 5170 End 5171 ConditionState = REALLYDAMAGED 5172 Model = AVAmbulance_D 5173 Turret = Turret 5174 TurretPitch = TurretEL 5175 WeaponFireFXBone = PRIMARY WeaponA 5176 WeaponLaunchBone = PRIMARY WeaponA 5177 End 5178 5179 ConditionState = RUBBLE 5180 Model = AVAmbulance_D 5181 End 5182 5183 TrackMarks = EXTireTrack.tga 5184 OkToChangeModelColor = Yes 5185 5186 Dust = RocketBuggyDust 5187 DirtSpray = RocketBuggyDirtSpray 5188 PowerslideSpray = RocketBuggyDirtPowerSlide 5189 5190 ; These parameters are only used if the model has a separate suspension, 5191 ; and the locomotor has HasSuspension = Yes. 5192 LeftFrontTireBone = Tire01 5193 RightFrontTireBone = Tire02 5194 LeftRearTireBone = Tire03 5195 RightRearTireBone = Tire04 5196 TireRotationMultiplier = 0.2 ; this * speed = rotation. 5197 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 5198 5199 5200 End 5201 5202 ; ***DESIGN parameters *** 5203 DisplayName = OBJECT:Medic 5204 Side = AmericaSuperWeaponGeneral 5205 EditorSorting = VEHICLE 5206 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 5207 WeaponSet 5208 ;*** Fully automated and driven by the CleanupHazardUpdate *** 5209 Conditions = None 5210 Weapon = PRIMARY AmbulanceCleanHazardWeapon 5211 AutoChooseSources = PRIMARY NONE 5212 End 5213 ArmorSet 5214 Conditions = None 5215 Armor = ToxinTruckArmor 5216 DamageFX = TruckDamageFX 5217 End 5218 BuildCost = 700 5219 BuildTime = 10.0 ;in seconds 5220 VisionRange = 100 5221 ShroudClearingRange = 400 5222 Prerequisites 5223 Object = SupW_AmericaWarFactory 5224 End 5225 ExperienceValue = 50 50 50 50 ;Experience point value at each level 5226 IsTrainable = No 5227 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 5228 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 5229 CommandSet = SupW_AmericaVehicleAmbulanceCommandSet 5230 5231 ; *** AUDIO Parameters *** 5232 VoiceSelect = AmbulanceVoiceSelect 5233 VoiceMove = AmbulanceVoiceMove 5234 VoiceGuard = AmbulanceVoiceMove 5235 VoiceAttack = AmbulanceVoiceDetox 5236 SoundMoveStart = HumveeMoveStart 5237 SoundMoveStartDamaged = HumveeMoveStart 5238 SoundEnter = HumveeEnter 5239 SoundExit = HumveeExit 5240 5241 UnitSpecificSounds 5242 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5243 VoiceCreate = AmbulanceVoiceCreate 5244 TurretMoveStart = NoSound 5245 TurretMoveLoop = TurretMoveLoop 5246 ; Required for the W3DTruckDraw module 5247 TruckLandingSound = RocketBuggyLand 5248 TruckPowerslideSound = RocketBuggyPowerslide 5249 VoiceCrush = AmbulanceVoiceCrush 5250 VoiceEnter = AmbulanceVoiceMove 5251 End 5252 5253 5254 ; *** ENGINEERING Parameters *** 5255 RadarPriority = UNIT 5256 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT 5257 5258 Body = ActiveBody ModuleTag_02 5259 MaxHealth = 240.0 5260 InitialHealth = 240.0 5261 5262 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5263 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5264 SubdualDamageCap = 480 5265 SubdualDamageHealRate = 500 5266 SubdualDamageHealAmount = 50 5267 End 5268 5269 Behavior = CleanupHazardUpdate ModuleTag_03 5270 WeaponSlot = PRIMARY 5271 ScanRate = 1000 5272 ScanRange = 100.0 ;If this range exceeds the AmbulanceCleanHazardWeapon AttackRange, it'll move! 5273 End 5274 5275 ;Can be ordered to clean up a larger area with the ability to move around at an extended range. 5276 Behavior = CleanupAreaPower ModuleTag_04 5277 SpecialPowerTemplate = SpecialAbilityAmbulanceCleanupArea 5278 MaxMoveDistanceFromLocation = 300.0 ;allows the unit to move around while cleaning up 5279 InitiateSound = AmbulanceVoiceDetox 5280 End 5281 5282 Behavior = TransportAIUpdate ModuleTag_05 5283 AutoAcquireEnemiesWhenIdle = No ;CleanupHazardUpdate handles this... 5284 Turret 5285 TurretTurnRate = 180 5286 TurretPitchRate = 180 5287 AllowsPitch = Yes 5288 MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 5289 TurretFireAngleSweep = PRIMARY 25 5290 ControlledWeaponSlots = PRIMARY 5291 End 5292 End 5293 Locomotor = SET_NORMAL HumveeLocomotor 5294 5295 Behavior = TransportContain ModuleTag_06 5296 Slots = 3 5297 HealthRegen%PerSec = 25 5298 DamagePercentToUnits = 10% 5299 AllowInsideKindOf = INFANTRY 5300 AllowAlliesInside = Yes 5301 AllowNeutralInside = No 5302 AllowEnemiesInside = No 5303 ExitDelay = 250 5304 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 5305 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 5306 End 5307 5308 Behavior = PhysicsBehavior ModuleTag_07 5309 Mass = 50.0 5310 End 5311 Behavior = SlowDeathBehavior ModuleTag_08 5312 DeathTypes = ALL -CRUSHED -SPLATTED 5313 DestructionDelay = 0 5314 FX = FINAL FX_GenericTankDeathExplosion 5315 OCL = FINAL OCL_FinalAmbulanceDebris 5316 End 5317 5318 Behavior = ObjectCreationUpgrade ModuleTag_09 5319 UpgradeObject = OCL_AmericanBattleDrone 5320 TriggeredBy = Upgrade_AmericaBattleDrone 5321 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 5322 End 5323 Behavior = ObjectCreationUpgrade ModuleTag_10 5324 UpgradeObject = OCL_AmericanScoutDrone 5325 TriggeredBy = Upgrade_AmericaScoutDrone 5326 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 5327 End 5328 Behavior = ObjectCreationUpgrade ModuleTag_19 5329 UpgradeObject = OCL_AmericanHellfireDrone 5330 TriggeredBy = Upgrade_AmericaHellfireDrone 5331 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 5332 End 5333 Behavior = ProductionUpdate ModuleTag_11 5334 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 5335 End 5336 5337 Behavior = DestroyDie ModuleTag_12 5338 DeathTypes = NONE +CRUSHED +SPLATTED 5339 End 5340 5341 Behavior = FXListDie ModuleTag_13 5342 DeathTypes = NONE +CRUSHED +SPLATTED 5343 DeathFX = FX_CarCrush 5344 End 5345 5346 Behavior = CreateObjectDie ModuleTag_14 5347 DeathTypes = NONE +CRUSHED +SPLATTED 5348 CreationList = OCL_CrusaderTank_CrushEffect 5349 End 5350 5351 Behavior = FXListDie ModuleTag_15 5352 DeathTypes = ALL -CRUSHED -SPLATTED 5353 DeathFX = FX_GenericTankDeathEffect 5354 End 5355 5356 Behavior = CreateCrateDie ModuleTag_16 5357 CrateData = SalvageCrateData 5358 ;CrateData = EliteTankCrateData 5359 ;CrateData = HeroicTankCrateData 5360 End 5361 5362 Behavior = ExperienceScalarUpgrade ModuleTag_17 5363 TriggeredBy = Upgrade_AmericaAdvancedTraining 5364 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 5365 End 5366 5367 Behavior = TransitionDamageFX ModuleTag_18 5368 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5369 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 5370 End 5371 5372 Behavior = FlammableUpdate ModuleTag_21 5373 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5374 AflameDamageAmount = 3 ; taking this much damage... 5375 AflameDamageDelay = 500 ; this often. 5376 5377 End 5378 5379 Behavior = AutoHealBehavior ModuleTag_22 5380 HealingAmount = 4 5381 HealingDelay = 1000 ; msec 5382 Radius = 100.0f 5383 StartsActive = Yes 5384 KindOf = INFANTRY 5385 End 5386 5387 Geometry = BOX 5388 GeometryMajorRadius = 14.0 5389 GeometryMinorRadius = 7.0 5390 GeometryHeight = 12.0 ; height set to allow clear clipping of projectile streams 5391 GeometryIsSmall = Yes 5392 Shadow = SHADOW_VOLUME 5393 5394 End 5395 5396 ;------------------------------------------------------------------------------ 5397 Object SupW_AmericaVehicleBattleDrone 5398 5399 ; *** ART Parameters *** 5400 SelectPortrait = SABattleDrone_L 5401 ButtonImage = SABattleDrone 5402 5403 UpgradeCameo1 = Upgrade_AmericaDroneArmor 5404 ;UpgradeCameo2 = NONE 5405 ;UpgradeCameo3 = NONE 5406 ;UpgradeCameo4 = NONE 5407 ;UpgradeCameo5 = NONE 5408 5409 ;MAIN CHASSIS 5410 Draw = W3DModelDraw ModuleTag_01 5411 OkToChangeModelColor = Yes 5412 5413 DefaultConditionState 5414 Model = AVBATTLEDR 5415 Animation = AVBATTLEDR.AVBATTLEDR 5416 AnimationMode = LOOP 5417 Turret = Turret01 5418 TurretPitch = TurretEL01 5419 WeaponMuzzleFlash = PRIMARY TurretFX01 5420 WeaponFireFXBone = PRIMARY Muzzle01 5421 End 5422 5423 ConditionState = REALLYDAMAGED 5424 Model = AVBATTLEDR_D 5425 Animation = AVBATTLEDR_D.AVBATTLEDR_D 5426 AnimationMode = LOOP 5427 End 5428 End 5429 5430 ;EXTENDING ARM (FOR REPAIRING) 5431 Draw = W3DModelDraw ModuleTag_02 5432 OkToChangeModelColor = Yes 5433 5434 DefaultConditionState 5435 Model = AVBATTLEDR_A 5436 End 5437 5438 ;Unloading the arm (before starting to repair) 5439 ConditionState = UNPACKING 5440 Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 5441 AnimationMode = ONCE 5442 End 5443 5444 ;Loading the arm (after reparing complete) 5445 ConditionState = PACKING 5446 Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 5447 AnimationMode = ONCE_BACKWARDS 5448 Flags = START_FRAME_LAST 5449 End 5450 5451 ;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set) 5452 ConditionState = FIRING_B 5453 Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 5454 AnimationMode = ONCE 5455 End 5456 5457 5458 ;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set) 5459 ConditionState = FIRING_C 5460 Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 5461 AnimationMode = ONCE_BACKWARDS 5462 Flags = START_FRAME_LAST 5463 End 5464 5465 End 5466 5467 5468 ; ***DESIGN parameters *** 5469 DisplayName = OBJECT:BattleDrone 5470 Side = AmericaSuperWeaponGeneral 5471 EditorSorting = VEHICLE 5472 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5473 WeaponSet 5474 Conditions = None 5475 Weapon = PRIMARY BattleDroneMachineGun 5476 End 5477 ArmorSet 5478 Conditions = None 5479 Armor = TankArmor 5480 DamageFX = SmallTankDamageFX 5481 End 5482 5483 BuildCost = 200 5484 BuildTime = 5.0 ;in seconds 5485 VisionRange = 150 5486 ShroudClearingRange = 150 5487 Prerequisites 5488 Object = SupW_AmericaWarFactory 5489 End 5490 ExperienceValue = 10 10 10 10 ;Experience point value at each level 5491 IsTrainable = No 5492 5493 ; *** AUDIO Parameters *** 5494 VoiceSelect = NoSound 5495 VoiceMove = NoSound 5496 VoiceAttack = NoSound 5497 SoundMoveStart = NoSound 5498 UnitSpecificSounds 5499 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5500 TurretMoveStart = NoSound 5501 TurretMoveLoop = TurretMoveLoop 5502 End 5503 5504 ; *** ENGINEERING Parameters *** 5505 RadarPriority = UNIT 5506 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT 5507 Body = ActiveBody ModuleTag_03 5508 MaxHealth = 100.0 5509 InitialHealth = 100.0 5510 End 5511 5512 Behavior = AIUpdateInterface ModuleTag_04 5513 Turret 5514 TurretTurnRate = 360 // turn rate, in degrees per sec 5515 TurretPitchRate = 360 5516 MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 5517 AllowsPitch = Yes 5518 ControlledWeaponSlots = PRIMARY 5519 End 5520 AutoAcquireEnemiesWhenIdle = Yes 5521 End 5522 Locomotor = SET_NORMAL BattleDroneLocomotor 5523 Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy) 5524 Behavior = PhysicsBehavior ModuleTag_05 5525 Mass = 50.0 5526 KillWhenRestingOnGround = Yes 5527 AllowBouncing = No 5528 End 5529 5530 Behavior = MaxHealthUpgrade ModuleTag_06 5531 TriggeredBy = Upgrade_AmericaDroneArmor 5532 AddMaxHealth = 50.0 5533 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5534 End 5535 5536 Behavior = SlavedUpdate ModuleTag_07 5537 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 5538 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 5539 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 5540 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 5541 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 5542 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 5543 RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) 5544 RepairMinAltitude = 18.0 ;My minimum repair hover altitude. 5545 RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. 5546 RepairRatePerSecond = 5.0 ;How many health points can I repair per second. 5547 RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing. 5548 RepairMinReadyTime = 300 5549 RepairMaxReadyTime = 750 5550 RepairMinWeldTime = 250 5551 RepairMaxWeldTime = 500 5552 RepairWeldingSys = BlueSparks 5553 RepairWeldingFXBone = Muzzle02 5554 StayOnSameLayerAsMaster = Yes 5555 End 5556 5557 Behavior = DestroyDie ModuleTag_08 5558 DeathTypes = ALL 5559 End 5560 Behavior = CreateObjectDie ModuleTag_09 5561 DeathTypes = ALL 5562 CreationList = OCL_AmericaBattleDroneExplode 5563 End 5564 5565 Behavior = TransitionDamageFX ModuleTag_10 5566 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5567 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 5568 End 5569 5570 Behavior = FXListDie ModuleTag_11 5571 DeathTypes = ALL 5572 DeathFX = FX_AmericaBattleDroneExplode 5573 End 5574 5575 Behavior = UpgradeDie ModuleTag_12 5576 ;This frees the object based upgrade for the producer object. 5577 DeathTypes = ALL 5578 UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_13 5579 End 5580 5581 Behavior = FlammableUpdate ModuleTag_21 5582 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5583 AflameDamageAmount = 3 ; taking this much damage... 5584 AflameDamageDelay = 500 ; this often. 5585 End 5586 5587 Geometry = CYLINDER 5588 GeometryMajorRadius = 5 5589 GeometryMinorRadius = 5 5590 GeometryHeight = 10.0 5591 GeometryIsSmall = Yes 5592 Shadow = SHADOW_VOLUME 5593 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 5594 5595 End 5596 5597 5598 ;------------------------------------------------------------------------------ 5599 Object SupW_AmericaVehicleScoutDrone 5600 5601 ; *** ART Parameters *** 5602 SelectPortrait = SAScout_L 5603 ButtonImage = SAScout 5604 5605 UpgradeCameo1 = Upgrade_AmericaDroneArmor 5606 ;UpgradeCameo2 = NONE 5607 ;UpgradeCameo3 = NONE 5608 ;UpgradeCameo4 = NONE 5609 ;UpgradeCameo5 = NONE 5610 5611 Draw = W3DModelDraw ModuleTag_01 5612 OkToChangeModelColor = Yes 5613 5614 ConditionState = NONE 5615 Model = AVScoutDr 5616 Animation = AVScoutDr.AVScoutDr 5617 AnimationMode = LOOP 5618 End 5619 5620 ConditionState = REALLYDAMAGED 5621 Model = AVScoutDr_d 5622 Animation = AVScoutDr_d.AVScoutDr_d 5623 AnimationMode = LOOP 5624 End 5625 End 5626 5627 ; ***DESIGN parameters *** 5628 DisplayName = OBJECT:ScoutDrone 5629 Side = AmericaSuperWeaponGeneral 5630 EditorSorting = VEHICLE 5631 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5632 ArmorSet 5633 Conditions = None 5634 Armor = TankArmor 5635 DamageFX = SmallTankDamageFX 5636 End 5637 BuildCost = 100 5638 BuildTime = 5.0 ;in seconds 5639 VisionRange = 150 5640 ShroudClearingRange = 500 5641 IsTrainable = No ;Can gain experience 5642 5643 ; *** AUDIO Parameters *** 5644 VoiceSelect = NoSound 5645 VoiceMove = NoSound 5646 VoiceAttack = NoSound 5647 SoundMoveStart = NoSound 5648 5649 UnitSpecificSounds 5650 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5651 TurretMoveStart = NoSound 5652 TurretMoveLoop = TurretMoveLoop 5653 End 5654 5655 5656 ; *** ENGINEERING Parameters *** 5657 RadarPriority = UNIT 5658 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE DRONE NO_SELECT 5659 5660 Body = ActiveBody ModuleTag_02 5661 MaxHealth = 100.0 5662 InitialHealth = 100.0 5663 End 5664 5665 Behavior = AIUpdateInterface ModuleTag_03 5666 Turret 5667 TurretTurnRate = 60 // turn rate, in degrees per sec 5668 ControlledWeaponSlots = PRIMARY 5669 End 5670 AutoAcquireEnemiesWhenIdle = Yes 5671 End 5672 Locomotor = SET_NORMAL DroneLocomotor 5673 Behavior = StealthDetectorUpdate ModuleTag_04 5674 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 5675 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 5676 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 5677 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 5678 End 5679 Behavior = PhysicsBehavior ModuleTag_05 5680 Mass = 50.0 5681 KillWhenRestingOnGround = Yes 5682 AllowBouncing = No 5683 End 5684 5685 Behavior = SlavedUpdate ModuleTag_06 5686 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 5687 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 5688 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 5689 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 5690 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 5691 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 5692 DistToTargetToGrantRangeBonus = 20 ;How close I have to be to the master's target in order to grant master a range bonus. 5693 StayOnSameLayerAsMaster = Yes 5694 End 5695 5696 Behavior = MaxHealthUpgrade ModuleTag_07 5697 TriggeredBy = Upgrade_AmericaDroneArmor 5698 AddMaxHealth = 50.0 5699 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5700 End 5701 5702 Behavior = DestroyDie ModuleTag_08 5703 DeathTypes = ALL 5704 End 5705 Behavior = CreateObjectDie ModuleTag_09 5706 DeathTypes = ALL 5707 CreationList = OCL_AmericaScoutDroneExplode 5708 End 5709 Behavior = FXListDie ModuleTag_10 5710 DeathTypes = ALL 5711 DeathFX = FX_AmericaScoutDroneExplode 5712 End 5713 5714 Behavior = TransitionDamageFX ModuleTag_11 5715 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5716 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 5717 End 5718 5719 Behavior = UpgradeDie ModuleTag_12 5720 ;This frees the object based upgrade for the producer object. 5721 DeathTypes = ALL 5722 UpgradeToRemove = Upgrade_AmericaScoutDrone ModuleTag_13 5723 End 5724 5725 5726 Behavior = FlammableUpdate ModuleTag_21 5727 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5728 AflameDamageAmount = 3 ; taking this much damage... 5729 AflameDamageDelay = 500 ; this often. 5730 End 5731 5732 Geometry = CYLINDER 5733 GeometryMajorRadius = 5.0 5734 GeometryMinorRadius = 6.0 5735 GeometryHeight = 3.0 5736 GeometryIsSmall = Yes 5737 Shadow = SHADOW_VOLUME 5738 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 5739 5740 End 5741 5742 ;------------------------------------------------------------------------------ 5743 Object SupW_AmericaVehicleHellfireDrone 5744 5745 ; *** ART Parameters *** 5746 SelectPortrait = SAHellfire_L 5747 ButtonImage = SAHellfire 5748 5749 UpgradeCameo1 = Upgrade_AmericaDroneArmor 5750 ;UpgradeCameo2 = NONE 5751 ;UpgradeCameo3 = NONE 5752 ;UpgradeCameo4 = NONE 5753 ;UpgradeCameo5 = NONE 5754 5755 Draw = W3DModelDraw ModuleTag_01 5756 OkToChangeModelColor = Yes 5757 5758 DefaultConditionState 5759 Model = AVScoutDr 5760 WeaponLaunchBone = PRIMARY WeaponA 5761 End 5762 5763 ConditionState = REALLYDAMAGED 5764 Model = AVScoutDr_d 5765 End 5766 End 5767 5768 ; ***DESIGN parameters *** 5769 DisplayName = OBJECT:HellfireDrone 5770 Side = AmericaSuperWeaponGeneral 5771 EditorSorting = VEHICLE 5772 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5773 ArmorSet 5774 Conditions = None 5775 Armor = TankArmor 5776 DamageFX = SmallTankDamageFX 5777 End 5778 BuildCost = 500 5779 BuildTime = 5.0 ;in seconds 5780 VisionRange = 100 5781 ShroudClearingRange = 500 5782 IsTrainable = No ;Can gain experience 5783 5784 ; *** AUDIO Parameters *** 5785 VoiceSelect = NoSound 5786 VoiceMove = NoSound 5787 VoiceAttack = NoSound 5788 SoundMoveStart = NoSound 5789 5790 WeaponSet 5791 Conditions = NONE 5792 Weapon = PRIMARY HellfireMissileWeapon 5793 End 5794 5795 5796 ; *** ENGINEERING Parameters *** 5797 RadarPriority = UNIT 5798 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT 5799 5800 Body = ActiveBody ModuleTag_02 5801 MaxHealth = 100.0 5802 InitialHealth = 100.0 5803 End 5804 5805 Behavior = AIUpdateInterface ModuleTag_03 5806 Turret 5807 TurretTurnRate = 360 // turn rate, in degrees per sec 5808 TurretPitchRate = 360 // turn rate, in degrees per sec 5809 ControlledWeaponSlots = PRIMARY 5810 End 5811 AutoAcquireEnemiesWhenIdle = Yes 5812 End 5813 Locomotor = SET_NORMAL HellfireDroneLocomotor 5814 Behavior = PhysicsBehavior ModuleTag_05 5815 Mass = 50.0 5816 KillWhenRestingOnGround = Yes 5817 AllowBouncing = No 5818 End 5819 Behavior = SlavedUpdate ModuleTag_06 5820 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 5821 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 5822 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 5823 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 5824 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 5825 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 5826 StayOnSameLayerAsMaster = Yes 5827 End 5828 5829 Behavior = MaxHealthUpgrade ModuleTag_07 5830 TriggeredBy = Upgrade_AmericaDroneArmor 5831 AddMaxHealth = 50.0 5832 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5833 End 5834 5835 Behavior = DestroyDie ModuleTag_08 5836 DeathTypes = ALL 5837 End 5838 Behavior = CreateObjectDie ModuleTag_09 5839 DeathTypes = ALL 5840 CreationList = OCL_AmericaScoutDroneExplode 5841 End 5842 Behavior = FXListDie ModuleTag_10 5843 DeathTypes = ALL 5844 DeathFX = FX_AmericaScoutDroneExplode 5845 End 5846 5847 Behavior = TransitionDamageFX ModuleTag_11 5848 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5849 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 5850 End 5851 5852 Behavior = UpgradeDie ModuleTag_12 5853 ;This frees the object based upgrade for the producer object. 5854 DeathTypes = ALL 5855 UpgradeToRemove = Upgrade_AmericaHellfireDrone ModuleTag_13 5856 End 5857 5858 5859 Behavior = FlammableUpdate ModuleTag_21 5860 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5861 AflameDamageAmount = 3 ; taking this much damage... 5862 AflameDamageDelay = 500 ; this often. 5863 End 5864 5865 Geometry = CYLINDER 5866 GeometryMajorRadius = 5.0 5867 GeometryMinorRadius = 6.0 5868 GeometryHeight = 3.0 5869 GeometryIsSmall = Yes 5870 Shadow = SHADOW_VOLUME 5871 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 5872 5873 End 5874 5875 5876 5877 ;------------------------------------------------------------------------------ 5878 Object SupW_AmericaVehicleSpyDrone 5879 5880 ; *** ART Parameters *** 5881 SelectPortrait = SAScout_L 5882 ButtonImage = SAScout 5883 Draw = W3DModelDraw ModuleTag_01 5884 OkToChangeModelColor = Yes 5885 5886 ConditionState = NONE 5887 Model = AVSpyDrone 5888 Animation = AVSpyDrone.AVSpyDrone 5889 AnimationMode = LOOP 5890 End 5891 5892 ; Damage state waiting for pristine's approval (or may just not need one) 5893 ; ConditionState = REALLYDAMAGED 5894 ; Model = AVSpyDrone_d 5895 ; Animation = AVSpyDrone_d.AVSpyDrone_d 5896 ; AnimationMode = LOOP 5897 ; End 5898 End 5899 5900 ; ***DESIGN parameters *** 5901 DisplayName = OBJECT:SpyDrone 5902 Side = AmericaSuperWeaponGeneral 5903 EditorSorting = VEHICLE 5904 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5905 ArmorSet 5906 Conditions = None 5907 Armor = AirplaneArmor 5908 DamageFX = SmallTankDamageFX 5909 End 5910 VisionRange = 250 5911 ShroudClearingRange = 0; Dynamic range below 5912 IsTrainable = No 5913 5914 ; *** AUDIO Parameters *** 5915 VoiceSelect = NoSound 5916 VoiceMove = NoSound 5917 VoiceAttack = NoSound 5918 SoundMoveStart = NoSound 5919 5920 UnitSpecificSounds 5921 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5922 TurretMoveStart = NoSound 5923 TurretMoveLoop = TurretMoveLoop 5924 End 5925 5926 5927 ; *** ENGINEERING Parameters *** 5928 RadarPriority = UNIT 5929 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE SELECTABLE INERT NO_SELECT 5930 5931 Body = ActiveBody ModuleTag_02 5932 MaxHealth = 200.0 5933 InitialHealth = 200.0 5934 End 5935 5936 Behavior = AIUpdateInterface ModuleTag_03 5937 AutoAcquireEnemiesWhenIdle = No 5938 End 5939 5940 Locomotor = SET_NORMAL SpyDroneLocomtor 5941 5942 Behavior = DynamicShroudClearingRangeUpdate ModuleTag_04 5943 FinalVision = 250.0 5944 ChangeInterval = 50 5945 ShrinkDelay = 2000 5946 ShrinkTime = 1000 5947 GrowDelay = 0 5948 GrowTime = 1000 5949 GrowInterval = 10 ; Faster than most 5950 5951 GridDecalTemplate 5952 Texture = EXGrid 5953 Style = SHADOW_ADDITIVE_DECAL 5954 OpacityMin = 50% 5955 OpacityMax = 100% 5956 OpacityThrobTime = 500 5957 Color = R:32 G:64 B:128 A:0 //dim blue, additive 5958 End 5959 5960 End 5961 5962 Behavior = StealthDetectorUpdate ModuleTag_05 5963 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 5964 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 5965 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 5966 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 5967 End 5968 Behavior = PhysicsBehavior ModuleTag_06 5969 Mass = 50.0 5970 End 5971 5972 Behavior = DestroyDie ModuleTag_07 5973 DeathTypes = ALL 5974 End 5975 Behavior = CreateObjectDie ModuleTag_08 5976 DeathTypes = ALL 5977 CreationList = OCL_AmericaScoutDroneExplode 5978 End 5979 Behavior = StealthUpdate ModuleTag_09 5980 StealthDelay = 0 ; msec 5981 StealthForbiddenConditions = NONE 5982 InnateStealth = Yes 5983 OrderIdleEnemiesToAttackMeUponReveal = Yes 5984 End 5985 Behavior = MaxHealthUpgrade ModuleTag_10 5986 TriggeredBy = Upgrade_AmericaDroneArmor 5987 AddMaxHealth = 50.0 5988 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5989 End 5990 5991 Behavior = FlammableUpdate ModuleTag_21 5992 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5993 AflameDamageAmount = 3 ; taking this much damage... 5994 AflameDamageDelay = 500 ; this often. 5995 End 5996 5997 Geometry = CYLINDER 5998 GeometryMajorRadius = 5.0 5999 GeometryMinorRadius = 6.0 6000 GeometryHeight = 3.0 6001 GeometryIsSmall = Yes 6002 Shadow = SHADOW_VOLUME 6003 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 6004 6005 End 6006 6007 ;------------------------------------------------------------------------------ 6008 Object SupW_AmericaTankCrusader 6009 6010 ; *** ART Parameters *** 6011 SelectPortrait = SACLeopard_L 6012 ButtonImage = SACLeopard 6013 6014 UpgradeCameo1 = Upgrade_AmericaBattleDrone 6015 UpgradeCameo2 = Upgrade_AmericaScoutDrone 6016 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 6017 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 6018 UpgradeCameo5 = Upgrade_AmericaCompositeArmor 6019 6020 Draw = W3DTankDraw ModuleTag_01 6021 DefaultConditionState 6022 Model = AVLeopard 6023 Turret = Turret 6024 WeaponFireFXBone = PRIMARY TurretMS 6025 WeaponRecoilBone = PRIMARY Barrel 6026 WeaponMuzzleFlash = PRIMARY TurretFX 6027 WeaponLaunchBone = PRIMARY TurretMS 6028 End 6029 ConditionState = REALLYDAMAGED 6030 Model = AVLeopard_D 6031 End 6032 ConditionState = RUBBLE 6033 Model = AVLeopard_D 6034 End 6035 6036 TrackMarks = EXTnkTrack.tga 6037 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 6038 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 6039 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 6040 OkToChangeModelColor = Yes 6041 End 6042 6043 ; ***DESIGN parameters *** 6044 DisplayName = OBJECT:Crusader 6045 Side = AmericaSuperWeaponGeneral 6046 EditorSorting = VEHICLE 6047 TransportSlotCount = 3 6048 WeaponSet 6049 Conditions = None 6050 Weapon = PRIMARY CrusaderTankGun 6051 ; Uncomment this when we want the crusader to have a machine too again 6052 ;Weapon = SECONDARY CrusaderMachineGun 6053 End 6054 ArmorSet 6055 Conditions = None 6056 Armor = TankArmor 6057 DamageFX = TankDamageFX 6058 End 6059 ;ArmorSet 6060 ; Conditions = PLAYER_UPGRADE 6061 ; Armor = UpgradedTankArmor 6062 ; DamageFX = TankDamageFX 6063 ;End 6064 BuildCost = 1100 6065 BuildTime = 10.0 ;in seconds 6066 VisionRange = 150 6067 ShroudClearingRange = 300 6068 Prerequisites 6069 Object = SupW_AmericaWarFactory 6070 End 6071 ExperienceValue = 100 100 200 400 ;Experience point value at each level 6072 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 6073 IsTrainable = Yes ;Can gain experience 6074 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6075 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6076 CommandSet = SupW_AmericaTankCrusaderCommandSet 6077 6078 ; *** AUDIO Parameters *** 6079 VoiceSelect = CrusaderTankVoiceSelect 6080 VoiceMove = CrusaderTankVoiceMove 6081 VoiceGuard = CrusaderTankVoiceMove 6082 VoiceAttack = CrusaderTankVoiceAttack 6083 SoundMoveStart = CrusaderTankMoveStart 6084 SoundMoveStartDamaged = CrusaderTankMoveStart 6085 UnitSpecificSounds 6086 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6087 VoiceCreate = CrusaderTankVoiceCreate 6088 VoiceEnter = CrusaderTankVoiceMove 6089 TurretMoveStart = NoSound 6090 TurretMoveLoop = TurretMoveLoop 6091 SoundEject = PilotSoundEject 6092 VoiceEject = PilotVoiceEject 6093 VoiceCrush = CrusaderTankVoiceCrush 6094 End 6095 6096 ; *** ENGINEERING Parameters *** 6097 RadarPriority = UNIT 6098 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 6099 6100 Body = ActiveBody ModuleTag_02 6101 MaxHealth = 480 6102 InitialHealth = 480 6103 6104 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6105 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6106 SubdualDamageCap = 960 6107 SubdualDamageHealRate = 500 6108 SubdualDamageHealAmount = 50 6109 End 6110 6111 Behavior = AIUpdateInterface ModuleTag_03 6112 Turret 6113 TurretTurnRate = 180 ;60 // turn rate, in degrees per sec 6114 ControlledWeaponSlots= PRIMARY 6115 End 6116 AutoAcquireEnemiesWhenIdle = Yes 6117 End 6118 Locomotor = SET_NORMAL CrusaderLocomotor 6119 Behavior = PhysicsBehavior ModuleTag_04 6120 Mass = 50.0 6121 End 6122 6123 Behavior = ObjectCreationUpgrade ModuleTag_05 6124 UpgradeObject = OCL_AmericanBattleDrone 6125 TriggeredBy = Upgrade_AmericaBattleDrone 6126 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 6127 End 6128 Behavior = ObjectCreationUpgrade ModuleTag_06 6129 UpgradeObject = OCL_AmericanScoutDrone 6130 TriggeredBy = Upgrade_AmericaScoutDrone 6131 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 6132 End 6133 Behavior = ObjectCreationUpgrade ModuleTag_20 6134 UpgradeObject = OCL_AmericanHellfireDrone 6135 TriggeredBy = Upgrade_AmericaHellfireDrone 6136 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 6137 End 6138 Behavior = ProductionUpdate ModuleTag_07 6139 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 6140 End 6141 6142 Behavior = ExperienceScalarUpgrade ModuleTag_08 6143 TriggeredBy = Upgrade_AmericaAdvancedTraining 6144 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 6145 End 6146 Behavior = MaxHealthUpgrade ModuleTag_09 6147 TriggeredBy = Upgrade_AmericaCompositeArmor 6148 AddMaxHealth = 100.0 6149 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 6150 End 6151 6152 ; Turret fly off death 6153 Behavior = SlowDeathBehavior ModuleTag_10 6154 DeathTypes = ALL -CRUSHED -SPLATTED 6155 ProbabilityModifier = 50 6156 DestructionDelay = 500 6157 DestructionDelayVariance = 100 6158 FX = INITIAL FX_GenericTankDeathEffect 6159 OCL = MIDPOINT OCL_GenericTankDeathEffect 6160 FX = FINAL FX_GenericTankDeathExplosion 6161 OCL = FINAL OCL_CrusaderTurret 6162 End 6163 6164 ; Catch fire, and explode death 6165 Behavior = SlowDeathBehavior ModuleTag_11 6166 DeathTypes = ALL -CRUSHED -SPLATTED 6167 ProbabilityModifier = 50 6168 DestructionDelay = 2000 6169 DestructionDelayVariance = 300 6170 FX = INITIAL FX_CrusaderCatchFire 6171 OCL = FINAL OCL_GenericTankDeathEffect 6172 FX = FINAL FX_GenericTankDeathExplosion 6173 End 6174 6175 Behavior = TransitionDamageFX ModuleTag_12 6176 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 6177 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6178 End 6179 6180 Behavior = DestroyDie ModuleTag_13 6181 DeathTypes = NONE +CRUSHED +SPLATTED 6182 End 6183 6184 ; A crushing defeat 6185 Behavior = FXListDie ModuleTag_14 6186 DeathTypes = NONE +CRUSHED +SPLATTED 6187 DeathFX = FX_CarCrush 6188 End 6189 6190 Behavior = CreateObjectDie ModuleTag_15 6191 DeathTypes = NONE +CRUSHED +SPLATTED 6192 CreationList = OCL_CrusaderTank_CrushEffect 6193 End 6194 6195 Behavior = CreateCrateDie ModuleTag_CratesChange 6196 CrateData = SalvageCrateData 6197 ;CrateData = EliteTankCrateData 6198 ;CrateData = HeroicTankCrateData 6199 End 6200 6201 Behavior = EjectPilotDie ModuleTag_17 6202 GroundCreationList = OCL_EjectPilotOnGround 6203 AirCreationList = OCL_EjectPilotViaParachute 6204 ExemptStatus = HIJACKED 6205 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 6206 End 6207 6208 6209 Behavior = FlammableUpdate ModuleTag_21 6210 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6211 AflameDamageAmount = 3 ; taking this much damage... 6212 AflameDamageDelay = 500 ; this often. 6213 End 6214 6215 Geometry = BOX 6216 GeometryMajorRadius = 15.0 6217 GeometryMinorRadius = 10.0 6218 GeometryHeight = 10.0 6219 GeometryIsSmall = Yes 6220 Shadow = SHADOW_VOLUME 6221 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6222 6223 End 6224 6225 6226 6227 6228 6229 ;------------------------------------------------------------------------------ 6230 ;USA Construction Dozer or USDozer 6231 Object SupW_AmericaVehicleDozer 6232 6233 ; *** ART Parameters *** 6234 SelectPortrait = SACDozer_L 6235 ButtonImage = SACDozer 6236 6237 ;UpgradeCameo1 = NONE 6238 ;UpgradeCameo2 = NONE 6239 ;UpgradeCameo3 = NONE 6240 ;UpgradeCameo4 = NONE 6241 ;UpgradeCameo5 = NONE 6242 6243 Draw = W3DTruckDraw ModuleTag_01 6244 6245 OkToChangeModelColor = Yes 6246 6247 DefaultConditionState 6248 Model = AVCONSTDOZ_A 6249 ParticleSysBone = EXHAUSTFX01 DozerSmokeLight 6250 WaitForStateToFinishIfPossible = TRANS_DIGGING 6251 End 6252 6253 ConditionState = PREATTACK_A 6254 Animation = AVCONSTDOZ_A.AVCONSTDOZ_A 6255 AnimationMode = ONCE 6256 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6257 ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt 6258 TransitionKey = TRANS_DIGGING 6259 End 6260 6261 ConditionState = MOVING 6262 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6263 WaitForStateToFinishIfPossible = TRANS_DIGGING 6264 End 6265 6266 ConditionState = REALLYDAMAGED RUBBLE 6267 Model = AVCONSTDOZ_AD 6268 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6269 WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED 6270 End 6271 6272 ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE 6273 Model = AVCONSTDOZ_AD 6274 Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD 6275 AnimationMode = ONCE 6276 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6277 TransitionKey = TRANS_DIGGING_DAMAGED 6278 End 6279 6280 ConditionState = MOVING REALLYDAMAGED RUBBLE 6281 Model = AVCONSTDOZ_AD 6282 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6283 WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED 6284 End 6285 6286 6287 TrackMarks = EXTireTrack2.tga 6288 Dust = RocketBuggyDust 6289 DirtSpray = RocketBuggyDirtSpray 6290 6291 ; These parameters are only used if the model has a separate suspension, 6292 ; and the locomotor has HasSuspension = Yes. 6293 6294 LeftFrontTireBone = TIRE01 6295 RightFrontTireBone = TIRE02 6296 LeftRearTireBone = TIRE03 6297 RightRearTireBone = TIRE04 6298 6299 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6300 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 6301 6302 ParticlesAttachedToAnimatedBones = Yes 6303 6304 6305 End 6306 6307 6308 6309 ; ***DESIGN parameters *** 6310 DisplayName = OBJECT:Dozer 6311 Side = AmericaSuperWeaponGeneral 6312 EditorSorting = VEHICLE 6313 TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) 6314 BuildCost = 1000 6315 BuildTime = 5.0 ; in seconds 6316 VisionRange = 200 6317 ShroudClearingRange = 200 6318 6319 WeaponSet 6320 Conditions = None 6321 Weapon = PRIMARY None 6322 End 6323 WeaponSet 6324 Conditions = MINE_CLEARING_DETAIL 6325 Weapon = PRIMARY DozerMineDisarmingWeapon 6326 End 6327 6328 ArmorSet 6329 Conditions = None 6330 Armor = DozerArmor ;Special Explosion-Proof Armor 6331 DamageFX = TankDamageFX 6332 End 6333 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6334 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6335 CommandSet = SupW_AmericaDozerCommandSet 6336 6337 ; *** AUDIO Parameters *** 6338 VoiceSelect = DozerUSAVoiceSelect 6339 VoiceMove = DozerUSAVoiceMove 6340 VoiceGuard = DozerUSAVoiceMove 6341 VoiceTaskComplete = DozerUSAVoiceBuildComplete 6342 SoundMoveStart = DozerUSAMoveStart 6343 SoundMoveStartDamaged = DozerUSAMoveStart 6344 UnitSpecificSounds 6345 VoiceCreate = DozerUSAVoiceCreate 6346 VoiceNoBuild = DozerUSAVoiceBuildNot 6347 VoiceCrush = DozerUSAVoiceCrush 6348 VoiceRepair = DozerUSAVoiceRepair 6349 VoiceDisarm = DozerUSAVoiceClearMine 6350 TruckLandingSound = NoSound 6351 TruckPowerslideSound = NoSound 6352 VoiceEnter = DozerUSAVoiceMove 6353 VoiceBuildResponse = DozerUSAVoiceBuild 6354 End 6355 6356 ; *** ENGINEERING Parameters *** 6357 RadarPriority = UNIT 6358 KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 6359 6360 Body = ActiveBody ModuleTag_02 6361 MaxHealth = 250.0 6362 InitialHealth = 250.0 6363 6364 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6365 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6366 SubdualDamageCap = 500 6367 SubdualDamageHealRate = 500 6368 SubdualDamageHealAmount = 50 6369 End 6370 Behavior = DozerAIUpdate ModuleTag_03 6371 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 6372 BoredTime = 5000 ; in milliseconds 6373 BoredRange = 150 ; when bored, we look this far away to do something 6374 ; the only "enemies" that workers can acquire are mines, to be disarmed... 6375 AutoAcquireEnemiesWhenIdle = Yes 6376 End 6377 6378 Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor 6379 6380 Behavior = PhysicsBehavior ModuleTag_04 6381 Mass = 75.0 6382 End 6383 6384 Behavior = StealthDetectorUpdate ModuleTag_05 6385 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 6386 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 6387 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 6388 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 6389 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 6390 End 6391 6392 Behavior = TransitionDamageFX ModuleTag_06 6393 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6394 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6395 End 6396 6397 ; Catch fire, and explode death 6398 Behavior = SlowDeathBehavior ModuleTag_07 6399 DeathTypes = ALL -CRUSHED -SPLATTED 6400 ProbabilityModifier = 100 6401 DestructionDelay = 1500 6402 DestructionDelayVariance = 600 6403 FX = INITIAL FX_CrusaderCatchFire 6404 OCL = FINAL OCL_AmericaDozerExplode 6405 FX = FINAL FX_BattleMasterExplosionOneFinal 6406 End 6407 6408 Behavior = CreateCrateDie ModuleTag_CratesChange 6409 CrateData = SalvageCrateData 6410 End 6411 6412 Behavior = FlammableUpdate ModuleTag_21 6413 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6414 AflameDamageAmount = 3 ; taking this much damage... 6415 AflameDamageDelay = 500 ; this often. 6416 End 6417 6418 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 6419 ;;;;;;;; End 6420 6421 Behavior = FXListDie ModuleTag_23 6422 DeathTypes = NONE +CRUSHED +SPLATTED 6423 DeathFX = FX_CarCrush 6424 End 6425 6426 Behavior = DestroyDie ModuleTag_24 6427 DeathTypes = NONE +CRUSHED +SPLATTED 6428 End 6429 6430 Geometry = BOX 6431 GeometryMajorRadius = 15.0 6432 GeometryMinorRadius = 10.0 6433 GeometryHeight = 15.0 6434 GeometryIsSmall = Yes 6435 Shadow = SHADOW_VOLUME 6436 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6437 6438 End 6439 6440 6441 6442 6443 ;------------------------------------------------------------------------------ 6444 Object SupW_AmericaTankPaladin 6445 6446 ; *** ART Parameters *** 6447 SelectPortrait = SAPaladin_L 6448 ButtonImage = SAPaladin 6449 6450 UpgradeCameo1 = Upgrade_AmericaBattleDrone 6451 UpgradeCameo2 = Upgrade_AmericaScoutDrone 6452 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 6453 UpgradeCameo4 = Upgrade_AmericaCompositeArmor 6454 UpgradeCameo5 = Upgrade_AmericaHallfireDrone 6455 6456 Draw = W3DTankDraw ModuleTag_01 6457 6458 ExtraPublicBone = Laser 6459 6460 ConditionState = NONE 6461 Model = AVPaladin 6462 Turret = Turret01 6463 WeaponFireFXBone = PRIMARY TurretMS 6464 WeaponRecoilBone = PRIMARY Barrel 6465 WeaponMuzzleFlash = PRIMARY TurretFX 6466 WeaponLaunchBone = PRIMARY TurretMS 6467 End 6468 6469 ConditionState = REALLYDAMAGED 6470 Model = AVPaladin_D 6471 Turret = Turret01 6472 WeaponFireFXBone = PRIMARY TurretMS 6473 WeaponRecoilBone = PRIMARY Barrel 6474 WeaponMuzzleFlash = PRIMARY TurretFX 6475 WeaponLaunchBone = PRIMARY TurretMS 6476 End 6477 6478 ConditionState = RUBBLE 6479 Model = AVPaladin_D 6480 Turret = Turret01 6481 WeaponFireFXBone = PRIMARY TurretMS 6482 WeaponRecoilBone = PRIMARY Barrel 6483 WeaponMuzzleFlash = PRIMARY TurretFX 6484 WeaponLaunchBone = PRIMARY TurretMS 6485 End 6486 6487 TrackMarks = EXTnkTrack.tga 6488 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 6489 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 6490 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 6491 OkToChangeModelColor = Yes 6492 End 6493 6494 ; ***DESIGN parameters *** 6495 DisplayName = OBJECT:Paladin 6496 Side = AmericaSuperWeaponGeneral 6497 EditorSorting = VEHICLE 6498 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 6499 WeaponSet 6500 Conditions = None 6501 Weapon = PRIMARY PaladinTankGun 6502 End 6503 ArmorSet 6504 Conditions = None 6505 Armor = TankArmor 6506 DamageFX = TankDamageFX 6507 End 6508 ;ArmorSet 6509 ; Conditions = PLAYER_UPGRADE 6510 ; Armor = UpgradedTankArmor 6511 ; DamageFX = TankDamageFX 6512 ;End 6513 BuildCost = 1300 6514 BuildTime = 12.0 ;in seconds 6515 VisionRange = 150 6516 ShroudClearingRange = 300 6517 Prerequisites 6518 Object = SupW_AmericaWarFactory 6519 Science = SCIENCE_PaladinTank 6520 End 6521 6522 ExperienceValue = 100 100 200 400 ;Experience point value at each level 6523 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 6524 6525 IsTrainable = Yes ;Can gain experience 6526 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6527 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6528 CommandSet = SupW_AmericaTankPaladinCommandSet 6529 6530 ; *** AUDIO Parameters *** 6531 VoiceSelect = PaladinTankVoiceSelect 6532 VoiceMove = PaladinTankVoiceMove 6533 VoiceGuard = PaladinTankVoiceMove 6534 VoiceAttack = PaladinTankVoiceAttack 6535 SoundMoveStart = PaladinTankMoveStart 6536 SoundMoveStartDamaged = PaladinTankMoveStart 6537 6538 UnitSpecificSounds 6539 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6540 VoiceCreate = PaladinTankVoiceCreate 6541 TurretMoveLoop = TurretMoveLoop 6542 SoundEject = PilotSoundEject 6543 VoiceEject = PilotVoiceEject 6544 VoiceCrush = PaladinTankVoiceCrush 6545 VoiceEnter = PaladinTankVoiceMove 6546 End 6547 6548 ; *** ENGINEERING Parameters *** 6549 RadarPriority = UNIT 6550 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 6551 6552 Body = ActiveBody ModuleTag_02 6553 MaxHealth = 500.0 6554 InitialHealth = 500.0 6555 6556 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6557 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6558 SubdualDamageCap = 1000 6559 SubdualDamageHealRate = 500 6560 SubdualDamageHealAmount = 50 6561 End 6562 6563 Behavior = AIUpdateInterface ModuleTag_03 6564 Turret 6565 TurretTurnRate = 180 ;60 // turn rate, in degrees per sec 6566 ControlledWeaponSlots = PRIMARY 6567 End 6568 ;AltTurret 6569 ; TurretTurnRate = 9000; 6570 ; ControlledWeaponSlots = SECONDARY 6571 ;End 6572 AutoAcquireEnemiesWhenIdle = Yes 6573 End 6574 Locomotor = SET_NORMAL CrusaderLocomotor 6575 Behavior = PhysicsBehavior ModuleTag_04 6576 Mass = 50.0 6577 End 6578 6579 ; Turret fly off death 6580 Behavior = SlowDeathBehavior ModuleTag_05 6581 DeathTypes = ALL -CRUSHED -SPLATTED 6582 ProbabilityModifier = 50 6583 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely 6584 DestructionDelay = 500 6585 DestructionDelayVariance = 100 6586 FX = INITIAL FX_GenericTankDeathEffect 6587 FX = FINAL FX_GenericTankDeathExplosion 6588 OCL = FINAL OCL_PaladinTankDeathEffect 6589 End 6590 6591 ; Catch fire, and explode death 6592 Behavior = SlowDeathBehavior ModuleTag_06 6593 DeathTypes = ALL -CRUSHED -SPLATTED 6594 ProbabilityModifier = 50 6595 DestructionDelay = 2000 6596 DestructionDelayVariance = 300 6597 FX = INITIAL FX_CrusaderCatchFire 6598 OCL = FINAL OCL_PaladinTankDeathEffect 6599 FX = FINAL FX_GenericTankDeathExplosion 6600 End 6601 6602 Behavior = PointDefenseLaserUpdate ModuleTag_07 6603 WeaponTemplate = PaladinPointDefenseLaser 6604 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 6605 SecondaryTargetTypes = INFANTRY 6606 ScanRate = 500 6607 ScanRange = 120.0 6608 PredictTargetVelocityFactor = 3.0 6609 End 6610 6611 Behavior = ObjectCreationUpgrade ModuleTag_08 6612 UpgradeObject = OCL_AmericanBattleDrone 6613 TriggeredBy = Upgrade_AmericaBattleDrone 6614 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 6615 End 6616 Behavior = ObjectCreationUpgrade ModuleTag_09 6617 UpgradeObject = OCL_AmericanScoutDrone 6618 TriggeredBy = Upgrade_AmericaScoutDrone 6619 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 6620 End 6621 Behavior = ObjectCreationUpgrade ModuleTag_19 6622 UpgradeObject = OCL_AmericanHellfireDrone 6623 TriggeredBy = Upgrade_AmericaHellfireDrone 6624 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 6625 End 6626 Behavior = ProductionUpdate ModuleTag_10 6627 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 6628 End 6629 6630 Behavior = ExperienceScalarUpgrade ModuleTag_11 6631 TriggeredBy = Upgrade_AmericaAdvancedTraining 6632 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 6633 End 6634 6635 Behavior = TransitionDamageFX ModuleTag_12 6636 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6637 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6638 End 6639 6640 Behavior = FXListDie ModuleTag_13 6641 DeathTypes = NONE +CRUSHED +SPLATTED 6642 DeathFX = FX_CarCrush 6643 End 6644 Behavior = CreateObjectDie ModuleTag_14 6645 DeathTypes = NONE +CRUSHED +SPLATTED 6646 CreationList = OCL_CrusaderTank_CrushEffect 6647 End 6648 Behavior = DestroyDie ModuleTag_15 6649 DeathTypes = NONE +CRUSHED +SPLATTED 6650 End 6651 Behavior = CreateCrateDie ModuleTag_16 6652 CrateData = SalvageCrateData 6653 ;CrateData = EliteTankCrateData 6654 ;CrateData = HeroicTankCrateData 6655 End 6656 Behavior = EjectPilotDie ModuleTag_17 6657 DeathTypes = ALL -CRUSHED -SPLATTED 6658 ExemptStatus = HIJACKED 6659 GroundCreationList = OCL_EjectPilotOnGround 6660 AirCreationList = OCL_EjectPilotViaParachute 6661 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 6662 End 6663 6664 Behavior = MaxHealthUpgrade ModuleTag_18 6665 TriggeredBy = Upgrade_AmericaCompositeArmor 6666 AddMaxHealth = 100.0 6667 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 6668 End 6669 6670 Behavior = FlammableUpdate ModuleTag_21 6671 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6672 AflameDamageAmount = 3 ; taking this much damage... 6673 AflameDamageDelay = 500 ; this often. 6674 End 6675 6676 Geometry = BOX 6677 GeometryMajorRadius = 15.0 6678 GeometryMinorRadius = 10.0 6679 GeometryHeight = 10.0 6680 GeometryIsSmall = Yes 6681 Shadow = SHADOW_VOLUME 6682 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6683 6684 End 6685 6686 ;------------------------------------------------------------------------------ 6687 ;Sentry Drone 6688 Object SupW_AmericaVehicleSentryDrone 6689 6690 ; *** ART Parameters *** 6691 SelectPortrait = SAsentry_L 6692 ButtonImage = SAsentry 6693 6694 UpgradeCameo1 = Upgrade_AmericaSentryDroneGun 6695 ;UpgradeCameo2 = NONE 6696 ;UpgradeCameo3 = NONE 6697 ;UpgradeCameo4 = NONE 6698 ;UpgradeCameo5 = NONE 6699 6700 Draw = W3DTankDraw ModuleTag_01 6701 6702 InitialRecoilSpeed = 10 6703 MaxRecoilDistance = 1.5 6704 RecoilSettleSpeed = 3 6705 6706 OkToChangeModelColor = Yes 6707 6708 DefaultConditionState 6709 Model = AVSENTRY 6710 Animation = AVSENTRY.AVSENTRY 6711 AnimationMode = LOOP 6712 Turret = TURRET01 6713 HideSubObject = TURRETUP09 ;Hide controlled turret 6714 WeaponFireFXBone = PRIMARY TurretFX 6715 WeaponMuzzleFlash = PRIMARY TurretFX 6716 WeaponRecoilBone = PRIMARY TurretUp 6717 End 6718 ConditionState = REALLYDAMAGED 6719 Turret = TURRET01 6720 Model = AVSENTRY_D 6721 Animation = AVSENTRY_D.AVSENTRY_D 6722 AnimationMode = LOOP 6723 HideSubObject = TURRETUP09 ;Hide controlled turret 6724 End 6725 ConditionState = RUBBLE 6726 Model = AVSENTRY_D1 6727 HideSubObject = TURRETUP09 ;Hide controlled turret 6728 End 6729 AliasConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE 6730 6731 ConditionState = WEAPONSET_PLAYER_UPGRADE 6732 Model = AVSENTRY 6733 Animation = AVSENTRY.AVSENTRY 6734 AnimationMode = LOOP 6735 ShowSubObject = TURRETUP09 6736 End 6737 6738 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 6739 Model = AVSENTRY_D 6740 Animation = AVSENTRY_D.AVSENTRY_D 6741 AnimationMode = LOOP 6742 ShowSubObject = TURRETUP09 6743 End 6744 TrackMarks = EXTnkTrack.tga 6745 TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft 6746 TreadDebrisRight = SentryDroneTrackDebrisDirtRight 6747 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 6748 End 6749 6750 6751 ; ***DESIGN parameters *** 6752 DisplayName = OBJECT:SentryDrone 6753 Side = AmericaSuperWeaponGeneral 6754 EditorSorting = VEHICLE 6755 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 6756 WeaponSet 6757 Conditions = None 6758 Weapon = PRIMARY None 6759 End 6760 WeaponSet 6761 Conditions = PLAYER_UPGRADE 6762 Weapon = PRIMARY SentryDroneGun 6763 End 6764 ArmorSet 6765 Conditions = None 6766 Armor = SentryDroneArmor 6767 DamageFX = TruckDamageFX 6768 End 6769 BuildCost = 1000 6770 BuildTime = 10.0 ;in seconds 6771 VisionRange = 200 6772 ShroudClearingRange = 350 6773 Prerequisites 6774 Object = SupW_AmericaWarFactory 6775 End 6776 6777 ExperienceValue = 50 50 100 150 ;Experience point value at each level 6778 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 6779 IsTrainable = No ;Can gain experience 6780 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6781 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6782 CommandSet = AmericaVehicleSentryDroneCommandSet 6783 6784 ; *** AUDIO Parameters *** 6785 VoiceSelect = SentryDroneVoiceSelect 6786 VoiceMove = SentryDroneVoiceMove 6787 VoiceGuard = SentryDroneVoiceMove 6788 VoiceAttack = SentryDroneVoiceMove 6789 SoundMoveStart = NoSound 6790 SoundMoveStartDamaged = NoSound 6791 UnitSpecificSounds 6792 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6793 VoiceCreate = NoSound 6794 TurretMoveStart = NoSound 6795 TurretMoveLoop = NoSound 6796 VoiceEnter = NoSound 6797 Deploy = NoSound 6798 Undeploy = NoSound 6799 End 6800 Behavior = WeaponSetUpgrade ModuleTag_03 6801 TriggeredBy = Upgrade_AmericaSentryDroneGun 6802 End 6803 6804 6805 ; *** ENGINEERING Parameters *** 6806 RadarPriority = UNIT 6807 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE 6808 6809 Body = ActiveBody ModuleTag_02 6810 MaxHealth = 300.0 6811 InitialHealth = 300.0 6812 6813 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6814 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6815 SubdualDamageCap = 480 6816 SubdualDamageHealRate = 500 6817 SubdualDamageHealAmount = 50 6818 End 6819 Behavior = DeployStyleAIUpdate ModuleTag_04 6820 Turret 6821 TurretTurnRate = 180 6822 TurretPitchRate = 180 6823 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here 6824 AllowsPitch = No 6825 RecenterTime = 1000 ; how long to wait during idle before recentering 6826 ControlledWeaponSlots = PRIMARY 6827 NaturalTurretAngle = 0 6828 InitiallyDisabled = No 6829 MinIdleScanInterval = 250 ; in milliseconds 6830 MaxIdleScanInterval = 250 ; in milliseconds 6831 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 6832 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 6833 End 6834 AutoAcquireEnemiesWhenIdle = Yes Stealthed ; Means "Yes when idle, even if I am stealthed" 6835 PackTime = 1000 6836 UnpackTime = 1000 6837 TurretsFunctionOnlyWhenDeployed = Yes 6838 TurretsMustCenterBeforePacking = Yes 6839 End 6840 6841 Locomotor = SET_NORMAL SentryLocomotor 6842 Behavior = PhysicsBehavior ModuleTag_05 6843 Mass = 50.0 6844 End 6845 Behavior = StealthUpdate ModuleTag_06 6846 StealthDelay = 2000 ; msec 6847 StealthForbiddenConditions = FIRING_PRIMARY MOVING 6848 HintDetectableConditions = IS_FIRING_WEAPON 6849 FriendlyOpacityMin = 50.0% 6850 FriendlyOpacityMax = 100.0% 6851 InnateStealth = Yes 6852 OrderIdleEnemiesToAttackMeUponReveal = Yes 6853 End 6854 6855 Behavior = SlowDeathBehavior ModuleTag_07 6856 DeathTypes = ALL -CRUSHED -SPLATTED 6857 DestructionDelay = 500 6858 DestructionDelayVariance = 100 6859 FX = INITIAL FX_GenericTankDeathEffect 6860 OCL = MIDPOINT OCL_AmericaVehicleSentryDroneDie 6861 FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion 6862 End 6863 6864 Behavior = DestroyDie ModuleTag_08 6865 DeathTypes = NONE +CRUSHED +SPLATTED 6866 End 6867 6868 Behavior = FXListDie ModuleTag_09 6869 DeathTypes = NONE +CRUSHED +SPLATTED 6870 DeathFX = FX_CarCrush 6871 End 6872 6873 Behavior = CreateCrateDie ModuleTag_CratesChange 6874 CrateData = SalvageCrateData 6875 ;CrateData = EliteTankCrateData 6876 ;CrateData = HeroicTankCrateData 6877 End 6878 6879 Behavior = TransitionDamageFX ModuleTag_10 6880 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6881 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6882 End 6883 6884 Behavior = FlammableUpdate ModuleTag_11 6885 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6886 AflameDamageAmount = 3 ; taking this much damage... 6887 AflameDamageDelay = 500 ; this often. 6888 End 6889 Behavior = StealthDetectorUpdate ModuleTag_12 6890 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 6891 DetectionRange = 225 ;Dustin, enable this for independant balancing! 6892 End 6893 Geometry = BOX 6894 GeometryMajorRadius = 9.0 6895 GeometryMinorRadius = 7.0 6896 GeometryHeight = 11.5 6897 GeometryIsSmall = Yes 6898 Shadow = SHADOW_VOLUME 6899 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6900 6901 6902 End 6903 6904 ;------------------------------------------------------------------------------ 6905 Object SupW_AmericaTankAvengerLaserTurret ; Seperate turret object so it can attack independantly 6906 6907 ; *** ART Parameters *** 6908 SelectPortrait = SNPropSpeaker_L 6909 ButtonImage = SNPropSpeaker 6910 6911 UpgradeCameo1 = Upgrade_Nationalism 6912 UpgradeCameo2 = Upgrade_ChinaUraniumShells 6913 UpgradeCameo3 = Upgrade_ChinaNuclearTanks 6914 ;UpgradeCameo4 = NONE 6915 UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower 6916 6917 Draw = W3DDependencyModelDraw ModuleTag_01 6918 OkToChangeModelColor = Yes 6919 ExtraPublicBone = TurretFX01 6920 ExtraPublicBone = TurretFX02 6921 ExtraPublicBone = TURRET01 6922 ExtraPublicBone = TURRETEL 6923 ExtraPublicBone = TURRETEL01 6924 6925 AttachToBoneInContainer = FIREPOINT01 6926 6927 DefaultConditionState 6928 Model = AVAVNGER_G 6929 Turret = TURRET01 6930 TurretPitch = TURRETEL01 6931 End 6932 6933 ConditionState = REALLYDAMAGED 6934 Model = AVAVNGER_GD 6935 Turret = TURRET01 6936 TurretPitch = TURRETEL01 6937 End 6938 End 6939 6940 PlacementViewAngle = -45 6941 6942 ; ***DESIGN parameters *** 6943 Side = AmericaSuperWeaponGeneral 6944 EditorSorting = SYSTEM 6945 TransportSlotCount = 1 6946 6947 WeaponSet 6948 Conditions = None 6949 Weapon = PRIMARY AvengerAirLaserOne 6950 Weapon = SECONDARY AvengerAirLaserTwo 6951 End 6952 6953 ArmorSet 6954 Conditions = None 6955 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module 6956 End 6957 VisionRange = 200 6958 6959 ; *** AUDIO Parameters *** 6960 UnitSpecificSounds 6961 TurretMoveStart = NoSound 6962 TurretMoveLoop = NoSound ;TurretMoveLoop 6963 End 6964 6965 ; *** ENGINEERING Parameters *** 6966 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI 6967 Body = StructureBody ModuleTag_02 6968 MaxHealth = 100.0 6969 InitialHealth = 100.0 6970 End 6971 6972 Behavior = AIUpdateInterface ModuleTag_03 6973 Turret 6974 ControlledWeaponSlots = PRIMARY SECONDARY 6975 TurretTurnRate = 180 // turn rate, in degrees per sec 6976 TurretPitchRate = 180 6977 AllowsPitch = Yes 6978 NaturalTurretPitch = 45 6979 End 6980 AutoAcquireEnemiesWhenIdle = Yes 6981 MoodAttackCheckRate = 500 ; default is 2000 6982 End 6983 6984 Behavior = DestroyDie ModuleTag_05 6985 ;<No Data> 6986 End 6987 6988 Geometry = BOX 6989 GeometryMajorRadius = 6.0 6990 GeometryMinorRadius = 6.0 6991 GeometryHeight = 10.0 6992 GeometryIsSmall = No 6993 Shadow = SHADOW_VOLUME 6994 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6995 6996 End 6997 6998 ;------------------------------------------------------------------------------ 6999 Object SupW_AmericaTankAvenger 7000 7001 ; *** ART Parameters *** 7002 SelectPortrait = SAAvnger_L 7003 ButtonImage = SAAvnger 7004 7005 UpgradeCameo1 = Upgrade_AmericaBattleDrone 7006 UpgradeCameo2 = Upgrade_AmericaScoutDrone 7007 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 7008 UpgradeCameo4 = Upgrade_AmericaCompositeArmor 7009 UpgradeCameo5 = Upgrade_AmericaHallfireDrone 7010 7011 Draw = W3DOverlordTruckDraw ModuleTag_01 7012 OkToChangeModelColor = Yes 7013 ExtraPublicBone = TurretFX03 7014 ExtraPublicBone = LazerSpot01 7015 ExtraPublicBone = LazerSpot02 7016 DefaultConditionState 7017 Model = AVAVNGER 7018 End 7019 7020 ConditionState = REALLYDAMAGED 7021 Model = AVAVNGER_D 7022 End 7023 7024 ConditionState = RUBBLE 7025 Model = AVAVNGER_D1 7026 End 7027 7028 Dust = RocketBuggyDust 7029 DirtSpray = RocketBuggyDirtSpray 7030 PowerslideSpray = RocketBuggyDirtPowerSlide 7031 7032 ; These parameters are only used if the model has a separate suspension, 7033 ; and the locomotor has HasSuspension = Yes. 7034 LeftFrontTireBone = Tire01 7035 RightFrontTireBone = Tire02 7036 LeftRearTireBone = Tire03 7037 RightRearTireBone = Tire04 7038 TireRotationMultiplier = 0.2 ; this * speed = rotation. 7039 PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. 7040 End 7041 7042 ; ***DESIGN parameters *** 7043 DisplayName = OBJECT:Avenger 7044 Side = AmericaSuperWeaponGeneral 7045 EditorSorting = VEHICLE 7046 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 7047 WeaponSet 7048 Conditions = None 7049 Weapon = PRIMARY AvengerTargetDesignator 7050 End 7051 ArmorSet 7052 Conditions = None 7053 Armor = AntiAirVehicle 7054 DamageFX = TankDamageFX 7055 End 7056 BuildCost = 2400 7057 BuildTime = 10.0 ;in seconds 7058 VisionRange = 150 7059 ShroudClearingRange = 300 7060 Prerequisites 7061 Object = SupW_AmericaWarFactory 7062 Object = SupW_AmericaStrategyCenter 7063 End 7064 7065 ExperienceValue = 100 100 200 400 ;Experience point value at each level 7066 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 7067 7068 IsTrainable = Yes 7069 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 7070 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 7071 CommandSet = SupW_AmericaTankAvengerCommandSet 7072 7073 ; *** AUDIO Parameters *** 7074 VoiceSelect = AvengerVoiceSelect 7075 VoiceMove = AvengerVoiceMove 7076 VoiceGuard = AvengerVoiceMove 7077 VoiceAttack = AvengerVoicePaint 7078 VoiceAttackAir = AvengerVoiceAttack 7079 SoundMoveStart = HumveeMoveStart 7080 SoundMoveStartDamaged = HumveeMoveStart 7081 7082 UnitSpecificSounds 7083 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 7084 VoiceCreate = AvengerVoiceCreate 7085 TurretMoveLoop = NoSound 7086 SoundEject = PilotSoundEject 7087 VoiceEject = PilotVoiceEject 7088 VoiceCrush = NoSound 7089 VoiceEnter = AvengerVoiceMove 7090 End 7091 7092 ; *** ENGINEERING Parameters *** 7093 RadarPriority = UNIT 7094 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 7095 7096 Body = ActiveBody ModuleTag_02 7097 MaxHealth = 300.0 7098 InitialHealth = 300.0 7099 7100 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7101 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7102 SubdualDamageCap = 1000 7103 SubdualDamageHealRate = 500 7104 SubdualDamageHealAmount = 50 7105 End 7106 7107 Behavior = AIUpdateInterface ModuleTag_03 7108 AutoAcquireEnemiesWhenIdle = Yes 7109 End 7110 Locomotor = SET_NORMAL CrusaderLocomotor 7111 Behavior = PhysicsBehavior ModuleTag_04 7112 Mass = 50.0 7113 End 7114 7115 ; Turret fly off death 7116 Behavior = SlowDeathBehavior ModuleTag_05 7117 DeathTypes = ALL -CRUSHED -SPLATTED 7118 ProbabilityModifier = 50 7119 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely 7120 DestructionDelay = 500 7121 DestructionDelayVariance = 100 7122 FX = INITIAL FX_GenericTankDeathEffect 7123 FX = FINAL FX_GenericTankDeathExplosion 7124 OCL = FINAL OCL_AvengerTankDeathEffect 7125 End 7126 7127 ; Catch fire, and explode death 7128 Behavior = SlowDeathBehavior ModuleTag_06 7129 DeathTypes = ALL -CRUSHED -SPLATTED 7130 ProbabilityModifier = 50 7131 DestructionDelay = 2000 7132 DestructionDelayVariance = 300 7133 FX = INITIAL FX_CrusaderCatchFire 7134 OCL = FINAL OCL_AvengerTankDeathEffect 7135 FX = FINAL FX_GenericTankDeathExplosion 7136 End 7137 7138 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 7139 WeaponTemplate = AvengerPointDefenseLaserOne 7140 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 7141 ScanRate = 0 7142 ScanRange = 200.0 7143 PredictTargetVelocityFactor = 1.0 7144 End 7145 7146 ; Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two 7147 ; WeaponTemplate = AvengerPointDefenseLaserTwo 7148 ; PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 7149 ; ScanRate = 100 7150 ; ScanRange = 200.0 7151 ; PredictTargetVelocityFactor = 1.0 7152 ; End 7153 7154 Behavior = OverlordContain ModuleTag_OverlordContain 7155 Slots = 1 7156 DamagePercentToUnits = 100% 7157 AllowInsideKindOf = PORTABLE_STRUCTURE 7158 PassengersAllowedToFire = Yes 7159 PayloadTemplateName = AmericaTankAvengerLaserTurret 7160 ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills 7161 End 7162 7163 Behavior = ObjectCreationUpgrade ModuleTag_08 7164 UpgradeObject = OCL_AmericanBattleDrone 7165 TriggeredBy = Upgrade_AmericaBattleDrone 7166 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 7167 End 7168 Behavior = ObjectCreationUpgrade ModuleTag_09 7169 UpgradeObject = OCL_AmericanScoutDrone 7170 TriggeredBy = Upgrade_AmericaScoutDrone 7171 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 7172 End 7173 Behavior = ObjectCreationUpgrade ModuleTag_19 7174 UpgradeObject = OCL_AmericanHellfireDrone 7175 TriggeredBy = Upgrade_AmericaHellfireDrone 7176 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 7177 End 7178 Behavior = ProductionUpdate ModuleTag_10 7179 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 7180 End 7181 7182 Behavior = ExperienceScalarUpgrade ModuleTag_11 7183 TriggeredBy = Upgrade_AmericaAdvancedTraining 7184 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 7185 End 7186 7187 Behavior = TransitionDamageFX ModuleTag_12 7188 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 7189 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 7190 End 7191 7192 Behavior = FXListDie ModuleTag_13 7193 DeathTypes = NONE +CRUSHED +SPLATTED 7194 DeathFX = FX_CarCrush 7195 End 7196 Behavior = CreateObjectDie ModuleTag_14 7197 DeathTypes = NONE +CRUSHED +SPLATTED 7198 CreationList = OCL_CrusaderTank_CrushEffect 7199 End 7200 Behavior = DestroyDie ModuleTag_15 7201 DeathTypes = NONE +CRUSHED +SPLATTED 7202 End 7203 Behavior = CreateCrateDie ModuleTag_16 7204 CrateData = SalvageCrateData 7205 ;CrateData = EliteTankCrateData 7206 ;CrateData = HeroicTankCrateData 7207 End 7208 Behavior = EjectPilotDie ModuleTag_17 7209 DeathTypes = ALL -CRUSHED -SPLATTED 7210 ExemptStatus = HIJACKED 7211 GroundCreationList = OCL_EjectPilotOnGround 7212 AirCreationList = OCL_EjectPilotViaParachute 7213 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 7214 End 7215 7216 Behavior = FlammableUpdate ModuleTag_22 7217 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7218 AflameDamageAmount = 3 ; taking this much damage... 7219 AflameDamageDelay = 500 ; this often. 7220 End 7221 7222 Behavior = MaxHealthUpgrade ModuleTag_23 7223 TriggeredBy = Upgrade_AmericaCompositeArmor 7224 AddMaxHealth = 100.0 7225 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 7226 End 7227 7228 Geometry = BOX 7229 GeometryMajorRadius = 15.0 7230 GeometryMinorRadius = 10.0 7231 GeometryHeight = 10.0 7232 GeometryIsSmall = Yes 7233 Shadow = SHADOW_VOLUME 7234 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 7235 7236 End 7237 7238 7239 7240 7241 7242 7243 7244 7245 7246 7247 7248 7249 7250 7251 ;------------------------------------------------------------------------------ 7252 Object SupW_AmericaTankMicrowave 7253 7254 ; *** ART Parameters *** 7255 SelectPortrait = SAThunderBolt_L 7256 ButtonImage = SAThunderBolt 7257 7258 UpgradeCameo1 = Upgrade_AmericaBattleDrone 7259 UpgradeCameo2 = Upgrade_AmericaScoutDrone 7260 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 7261 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 7262 UpgradeCameo5 = Upgrade_AmericaCompositeArmor 7263 7264 Draw = W3DTankDraw ModuleTag_01 7265 7266 ExtraPublicBone = WEAPON02 7267 OkToChangeModelColor = Yes 7268 7269 ConditionState = NONE 7270 Model = AVTHUNDRBLT 7271 ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare 7272 ParticleSysBone = NONE MicrowaveRotisserie 7273 End 7274 ConditionState = USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C 7275 Model = AVTHUNDRBLT 7276 End 7277 ConditionState = REALLYDAMAGED RUBBLE 7278 Model = AVTHUNDRBLT_D 7279 ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare 7280 ParticleSysBone = NONE MicrowaveRotisserie 7281 End 7282 ConditionState = REALLYDAMAGED RUBBLE USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C 7283 Model = AVTHUNDRBLT_D 7284 End 7285 7286 TrackMarks = EXTnkTrack.tga 7287 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 7288 End 7289 7290 ; ***DESIGN parameters *** 7291 DisplayName = OBJECT:Microwave 7292 Side = AmericaSuperWeaponGeneral 7293 EditorSorting = VEHICLE 7294 TransportSlotCount = 3 7295 ArmorSet 7296 Conditions = None 7297 Armor = TankArmor 7298 DamageFX = TankDamageFX 7299 End 7300 7301 WeaponSet 7302 Conditions = None 7303 ; Weapon = PRIMARY MicrowaveTankVehicleDisabler 7304 Weapon = PRIMARY MicrowaveTankBuildingDisabler ;SECONDARY MicrowaveTankBuildingDisabler 7305 Weapon = SECONDARY MicrowaveTankBuildingClearer ;TERTIARY MicrowaveTankBuildingClearer 7306 End 7307 7308 BuildCost = 800 7309 BuildTime = 10.0 ;in seconds 7310 VisionRange = 200 7311 ShroudClearingRange = 300 7312 Prerequisites 7313 Object = SupW_AmericaWarFactory 7314 Object = SupW_AmericaStrategyCenter 7315 End 7316 ExperienceValue = 100 100 200 400 ;Experience point value at each level 7317 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 7318 IsTrainable = Yes ;Can gain experience 7319 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 7320 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 7321 CommandSet = SupW_AmericaTankMicrowaveCommandSet 7322 7323 ; *** AUDIO Parameters *** 7324 VoiceSelect = MicrowaveTankVoiceSelect 7325 VoiceMove = MicrowaveTankVoiceMove 7326 VoiceGuard = MicrowaveTankVoiceMove 7327 VoiceAttack = MicrowaveTankVoiceAttack 7328 SoundMoveStart = HumveeMoveStart 7329 SoundMoveStartDamaged = HumveeMoveStart 7330 UnitSpecificSounds 7331 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 7332 VoiceCreate = MicrowaveTankVoiceCreate 7333 VoiceEnter = MicrowaveTankVoiceMove 7334 SoundEject = PilotSoundEject 7335 VoiceEject = PilotVoiceEject 7336 VoiceCrush = MicrowaveTankVoiceMove 7337 End 7338 7339 ; *** ENGINEERING Parameters *** 7340 RadarPriority = UNIT 7341 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE 7342 7343 Body = ActiveBody ModuleTag_02 7344 MaxHealth = 480 7345 InitialHealth = 480 7346 7347 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7348 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7349 SubdualDamageCap = 960 7350 SubdualDamageHealRate = 500 7351 SubdualDamageHealAmount = 50 7352 End 7353 7354 Behavior = AIUpdateInterface ModuleTag_03 7355 AutoAcquireEnemiesWhenIdle = Yes 7356 End 7357 Locomotor = SET_NORMAL CrusaderLocomotor 7358 Behavior = PhysicsBehavior ModuleTag_04 7359 Mass = 50.0 7360 End 7361 7362 ; Turret fly off death 7363 Behavior = SlowDeathBehavior ModuleTag_10 7364 DeathTypes = ALL -CRUSHED -SPLATTED 7365 ProbabilityModifier = 50 7366 DestructionDelay = 500 7367 DestructionDelayVariance = 100 7368 FX = INITIAL FX_GenericTankDeathEffect 7369 OCL = MIDPOINT OCL_MicrowaveTankDeath 7370 FX = FINAL FX_GenericTankDeathExplosion 7371 End 7372 7373 Behavior = TransitionDamageFX ModuleTag_12 7374 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 7375 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 7376 End 7377 7378 Behavior = DestroyDie ModuleTag_13 7379 DeathTypes = NONE +CRUSHED +SPLATTED 7380 End 7381 7382 ; A crushing defeat 7383 Behavior = FXListDie ModuleTag_14 7384 DeathTypes = NONE +CRUSHED +SPLATTED 7385 DeathFX = FX_CarCrush 7386 End 7387 7388 Behavior = CreateObjectDie ModuleTag_15 7389 DeathTypes = NONE +CRUSHED +SPLATTED 7390 CreationList = OCL_MicrowaveTankDeath_CrushEffect 7391 End 7392 7393 Behavior = CreateCrateDie ModuleTag_CratesChange 7394 CrateData = SalvageCrateData 7395 ;CrateData = EliteTankCrateData 7396 ;CrateData = HeroicTankCrateData 7397 End 7398 7399 Behavior = EjectPilotDie ModuleTag_17 7400 GroundCreationList = OCL_EjectPilotOnGround 7401 AirCreationList = OCL_EjectPilotViaParachute 7402 ExemptStatus = HIJACKED 7403 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 7404 End 7405 7406 Behavior = MaxHealthUpgrade ModuleTag_18 7407 TriggeredBy = Upgrade_AmericaCompositeArmor 7408 AddMaxHealth = 100.0 7409 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 7410 End 7411 Behavior = ExperienceScalarUpgrade ModuleTag_Upgrade01 7412 TriggeredBy = Upgrade_AmericaAdvancedTraining 7413 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 7414 End 7415 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade02 7416 UpgradeObject = OCL_AmericanBattleDrone 7417 TriggeredBy = Upgrade_AmericaBattleDrone 7418 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 7419 End 7420 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade03 7421 UpgradeObject = OCL_AmericanScoutDrone 7422 TriggeredBy = Upgrade_AmericaScoutDrone 7423 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 7424 End 7425 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade04 7426 UpgradeObject = OCL_AmericanHellfireDrone 7427 TriggeredBy = Upgrade_AmericaHellfireDrone 7428 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 7429 End 7430 Behavior = ProductionUpdate ModuleTag_Prod01 7431 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 7432 End 7433 7434 Behavior = FlammableUpdate ModuleTag_21 7435 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7436 AflameDamageAmount = 3 ; taking this much damage... 7437 AflameDamageDelay = 500 ; this often. 7438 End 7439 7440 Behavior = FireWeaponUpdate ModuleTag_22 7441 Weapon = MicrowaveTankEmitterWeapon 7442 ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long 7443 End 7444 7445 Behavior = CommandButtonHuntUpdate ModuleTag_24 ; allows use of command button hunt script with this unit. 7446 End 7447 7448 Geometry = BOX 7449 GeometryMajorRadius = 15.0 7450 GeometryMinorRadius = 10.0 7451 GeometryHeight = 10.0 7452 GeometryIsSmall = Yes 7453 Shadow = SHADOW_VOLUME 7454 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 7455 7456 End 7457 7458 7459 7460 7461 7462 7463 7464 7465 7466 7467 7468 7469 7470 7471 7472 7473 7474 7475 7476 7477 7478 7479 7480 7481 7482 7483 7484 7485 7486 7487 7488 7489 7490 7491 7492 7493 7494 7495 7496 7497 7498 7499 7500 7501 7502 7503 7504 7505 7506 7507 7508 7509 7510 7511 7512 7513 7514 ;------------------------------------------------------------------------------ 7515 Object SupW_AmericaCommandCenter 7516 7517 ; *** ART Parameters *** 7518 SelectPortrait = SAComCentr_L 7519 ButtonImage = SAComCentr 7520 7521 ; ----------------- Main Building ------------------------ 7522 Draw = W3DModelDraw ModuleTag_01 7523 OkToChangeModelColor = Yes 7524 ; day ****************************************** 7525 ConditionState = NONE 7526 Model = ABBtCmdHQS 7527 Animation = ABBtCmdHQS.ABBtCmdHQS 7528 AnimationMode = LOOP 7529 End 7530 ConditionState = DAMAGED 7531 Model = ABBtCmdHQS_D 7532 Animation = ABBtCmdHQS_D.ABBtCmdHQS_D 7533 AnimationMode = LOOP 7534 End 7535 ConditionState = REALLYDAMAGED RUBBLE 7536 Model = ABBtCmdHQS_E 7537 Animation = ABBtCmdHQS_E.ABBtCmdHQS_E 7538 AnimationMode = LOOP 7539 End 7540 7541 7542 ; night **************************************** 7543 ConditionState = NIGHT 7544 Model = ABBtCmdHQS_N 7545 Animation = ABBtCmdHQS_N.ABBtCmdHQS_N 7546 AnimationMode = LOOP 7547 End 7548 ConditionState = DAMAGED NIGHT 7549 Model = ABBtCmdHQS_DN 7550 Animation = ABBtCmdHQS_DN.ABBtCmdHQS_DN 7551 AnimationMode = LOOP 7552 End 7553 ConditionState = REALLYDAMAGED RUBBLE NIGHT 7554 Model = ABBtCmdHQS_EN 7555 Animation = ABBtCmdHQS_EN.ABBtCmdHQS_EN 7556 AnimationMode = LOOP 7557 End 7558 7559 7560 ; Snow 7561 ConditionState = SNOW 7562 Model = ABBtCmdHQS_S 7563 Animation = ABBtCmdHQS_S.ABBtCmdHQS_S 7564 AnimationMode = LOOP 7565 End 7566 ConditionState = DAMAGED SNOW 7567 Model = ABBtCmdHQS_DS 7568 Animation = ABBtCmdHQS_DS.ABBtCmdHQS_DS 7569 AnimationMode = LOOP 7570 End 7571 ConditionState = REALLYDAMAGED RUBBLE SNOW 7572 Model = ABBtCmdHQS_ES 7573 Animation = ABBtCmdHQS_ES.ABBtCmdHQS_ES 7574 AnimationMode = LOOP 7575 End 7576 7577 ; night snow **************************************** 7578 ConditionState = NIGHT SNOW 7579 Model = ABBtCmdHQS_NS 7580 Animation = ABBtCmdHQS_NS.ABBtCmdHQS_NS 7581 AnimationMode = LOOP 7582 End 7583 ConditionState = DAMAGED NIGHT SNOW 7584 Model = ABBtCmdHQS_DNS 7585 Animation = ABBtCmdHQS_DNS.ABBtCmdHQS_DNS 7586 AnimationMode = LOOP 7587 End 7588 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 7589 Model = ABBtCmdHQS_ENS 7590 Animation = ABBtCmdHQS_ENS.ABBtCmdHQS_ENS 7591 AnimationMode = LOOP 7592 End 7593 7594 7595 7596 ;************************************************************************************************************************** 7597 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7598 ;for this draw module 7599 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7600 Model = ABBtCmdHQ 7601 Animation = ABBtCmdHQ.ABBtCmdHQ 7602 AnimationMode = LOOP 7603 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7604 End 7605 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7606 Model = ABBtCmdHQ_D 7607 Animation = ABBtCmdHQ_D.ABBtCmdHQ_D 7608 AnimationMode = LOOP 7609 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7610 End 7611 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7612 Model = ABBtCmdHQ_E 7613 Animation = ABBtCmdHQ_E.ABBtCmdHQ_E 7614 AnimationMode = LOOP 7615 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7616 End 7617 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7618 Model = ABBtCmdHQ_N 7619 Animation = ABBtCmdHQ_N.ABBtCmdHQ_N 7620 AnimationMode = LOOP 7621 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7622 End 7623 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7624 Model = ABBtCmdHQ_DN 7625 Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN 7626 AnimationMode = LOOP 7627 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7628 End 7629 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7630 Model = ABBtCmdHQ_EN 7631 Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN 7632 AnimationMode = LOOP 7633 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7634 End 7635 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7636 Model = ABBtCmdHQ_S 7637 Animation = ABBtCmdHQ_S.ABBtCmdHQ_S 7638 AnimationMode = LOOP 7639 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7640 End 7641 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7642 Model = ABBtCmdHQ_DS 7643 Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS 7644 AnimationMode = LOOP 7645 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7646 End 7647 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7648 Model = ABBtCmdHQ_ES 7649 Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES 7650 AnimationMode = LOOP 7651 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7652 End 7653 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7654 Model = ABBtCmdHQ_NS 7655 Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS 7656 AnimationMode = LOOP 7657 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7658 End 7659 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7660 Model = ABBtCmdHQ_DNS 7661 Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS 7662 AnimationMode = LOOP 7663 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7664 End 7665 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7666 Model = ABBtCmdHQ_ENS 7667 Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS 7668 AnimationMode = LOOP 7669 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7670 End 7671 7672 ConditionState = AWAITING_CONSTRUCTION 7673 Model = NONE 7674 End 7675 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7676 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7677 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7678 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7679 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7680 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7681 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7682 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7683 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7684 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7685 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7686 AliasConditionState = SOLD 7687 AliasConditionState = SOLD DAMAGED 7688 AliasConditionState = SOLD REALLYDAMAGED 7689 AliasConditionState = SOLD NIGHT 7690 AliasConditionState = SOLD NIGHT DAMAGED 7691 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7692 AliasConditionState = SOLD SNOW 7693 AliasConditionState = SOLD SNOW DAMAGED 7694 AliasConditionState = SOLD SNOW REALLYDAMAGED 7695 AliasConditionState = SOLD NIGHT SNOW 7696 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7697 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7698 ;************************************************************************************************************************************************************************************************************** 7699 7700 End 7701 7702 ; ----------------- the factory door ------------------- 7703 Draw = W3DModelDraw ModuleTag_02 7704 DefaultConditionState 7705 Model = ABBtCmdHQ_A7 7706 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7707 AnimationMode = MANUAL 7708 Flags = START_FRAME_FIRST 7709 End 7710 7711 7712 ;************************************************************************************************************************** 7713 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7714 ;for this draw module 7715 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7716 Model = ABBtCmdHQ_A7 7717 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7718 End 7719 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7720 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7721 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 7722 7723 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7724 Model = ABBtCmdHQ_A7D 7725 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7726 End 7727 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7728 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7729 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED 7730 7731 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7732 Model = ABBtCmdHQ_A7E 7733 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7734 End 7735 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7736 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7737 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT 7738 7739 7740 ConditionState = AWAITING_CONSTRUCTION 7741 Model = NONE 7742 End 7743 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7744 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7745 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7746 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7747 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7748 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7749 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7750 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7751 AliasConditionState = SOLD DAMAGED 7752 AliasConditionState = SOLD REALLYDAMAGED 7753 AliasConditionState = SOLD NIGHT 7754 AliasConditionState = SOLD NIGHT DAMAGED 7755 7756 7757 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7758 AliasConditionState = SOLD NIGHT SNOW 7759 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7760 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7761 ;************************************************************************************************************************** 7762 7763 7764 ConditionState = DAMAGED 7765 Model = ABBtCmdHQ_A7D 7766 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7767 AnimationMode = MANUAL 7768 Flags = START_FRAME_FIRST 7769 End 7770 ConditionState = REALLYDAMAGED RUBBLE 7771 Model = ABBtCmdHQ_A7E 7772 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7773 AnimationMode = MANUAL 7774 Flags = START_FRAME_FIRST 7775 End 7776 7777 7778 ConditionState = DOOR_1_OPENING 7779 Model = ABBtCmdHQ_A7 7780 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7781 AnimationMode = ONCE 7782 Flags = START_FRAME_FIRST 7783 End 7784 ConditionState = DOOR_1_OPENING DAMAGED 7785 Model = ABBtCmdHQ_A7D 7786 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7787 AnimationMode = ONCE 7788 Flags = START_FRAME_FIRST 7789 End 7790 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 7791 Model = ABBtCmdHQ_A7E 7792 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7793 AnimationMode = ONCE 7794 Flags = START_FRAME_FIRST 7795 End 7796 ConditionState = DOOR_1_CLOSING 7797 Model = ABBtCmdHQ_A7 7798 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7799 AnimationMode = ONCE_BACKWARDS 7800 Flags = START_FRAME_LAST 7801 End 7802 7803 7804 ConditionState = DOOR_1_CLOSING DAMAGED 7805 Model = ABBtCmdHQ_A7D 7806 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7807 AnimationMode = ONCE_BACKWARDS 7808 Flags = START_FRAME_LAST 7809 End 7810 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7811 Model = ABBtCmdHQ_A7E 7812 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7813 AnimationMode = ONCE_BACKWARDS 7814 Flags = START_FRAME_LAST 7815 End 7816 ConditionState = DOOR_1_WAITING_OPEN 7817 Model = ABBtCmdHQ_A7 7818 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7819 AnimationMode = MANUAL 7820 Flags = START_FRAME_LAST 7821 End 7822 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 7823 Model = ABBtCmdHQ_A7D 7824 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7825 AnimationMode = MANUAL 7826 Flags = START_FRAME_LAST 7827 End 7828 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7829 Model = ABBtCmdHQ_A7E 7830 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7831 AnimationMode = MANUAL 7832 Flags = START_FRAME_LAST 7833 End 7834 End 7835 7836 PlacementViewAngle = -135 7837 7838 ; ------------ Radar Extending ----------------- 7839 Draw = W3DModelDraw ModuleTag_03 7840 ConditionState = None 7841 Model = ABBtCmdHQ_AC 7842 Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC 7843 AnimationMode = LOOP 7844 End 7845 AliasConditionState = NIGHT 7846 AliasConditionState = SNOW 7847 AliasConditionState = NIGHT SNOW 7848 7849 ConditionState = DAMAGED 7850 Model = ABBtCmdHQ_ACD 7851 Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD 7852 AnimationMode = LOOP 7853 End 7854 AliasConditionState = NIGHT DAMAGED 7855 AliasConditionState = SNOW DAMAGED 7856 AliasConditionState = NIGHT SNOW DAMAGED 7857 7858 ConditionState = REALLYDAMAGED RUBBLE 7859 Model = ABBtCmdHQ_ACE 7860 Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE 7861 AnimationMode = LOOP 7862 End 7863 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7864 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7865 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7866 7867 ;************************************************************************************************************************** 7868 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7869 ;for this draw module 7870 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7871 Model = ABBtCmdHQ_AC 7872 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7873 End 7874 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7875 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7876 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7877 7878 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7879 Model = ABBtCmdHQ_ACD 7880 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7881 End 7882 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7883 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7884 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7885 7886 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7887 Model = ABBtCmdHQ_ACE 7888 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7889 End 7890 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7891 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7892 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 7893 7894 ConditionState = AWAITING_CONSTRUCTION 7895 Model = NONE 7896 End 7897 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7898 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7899 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7900 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7901 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7902 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7903 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7904 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7905 AliasConditionState = SOLD DAMAGED 7906 AliasConditionState = SOLD REALLYDAMAGED 7907 AliasConditionState = SOLD NIGHT 7908 AliasConditionState = SOLD NIGHT DAMAGED 7909 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7910 AliasConditionState = SOLD NIGHT SNOW 7911 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7912 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7913 ;************************************************************************************************************************** 7914 7915 End 7916 7917 ; ----------------- The Door ------------------------ 7918 Draw = W3DModelDraw ModuleTag_04 7919 7920 DefaultConditionState 7921 Model = ABBtCmdHQ_A7 7922 7923 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7924 AnimationMode = MANUAL 7925 Flags = START_FRAME_FIRST 7926 End 7927 AliasConditionState = NIGHT 7928 AliasConditionState = SNOW 7929 AliasConditionState = NIGHT SNOW 7930 7931 ConditionState = DAMAGED 7932 Model = ABBtCmdHQ_A7D 7933 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7934 AnimationMode = MANUAL 7935 Flags = START_FRAME_FIRST 7936 End 7937 AliasConditionState = NIGHT DAMAGED 7938 AliasConditionState = SNOW DAMAGED 7939 AliasConditionState = NIGHT SNOW DAMAGED 7940 7941 ConditionState = REALLYDAMAGED RUBBLE 7942 Model = ABBtCmdHQ_A7E 7943 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7944 AnimationMode = MANUAL 7945 Flags = START_FRAME_FIRST 7946 End 7947 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7948 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7949 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7950 7951 ConditionState = DOOR_1_OPENING 7952 Model = ABBtCmdHQ_A7 7953 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7954 AnimationMode = ONCE 7955 Flags = START_FRAME_FIRST 7956 End 7957 AliasConditionState = NIGHT DOOR_1_OPENING 7958 AliasConditionState = SNOW DOOR_1_OPENING 7959 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 7960 7961 ConditionState = DOOR_1_OPENING DAMAGED 7962 Model = ABBtCmdHQ_A7D 7963 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7964 AnimationMode = ONCE 7965 Flags = START_FRAME_FIRST 7966 End 7967 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 7968 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 7969 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 7970 7971 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 7972 Model = ABBtCmdHQ_A7E 7973 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7974 AnimationMode = ONCE 7975 Flags = START_FRAME_FIRST 7976 End 7977 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 7978 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 7979 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 7980 7981 ConditionState = DOOR_1_CLOSING 7982 Model = ABBtCmdHQ_A7 7983 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7984 AnimationMode = ONCE_BACKWARDS 7985 Flags = START_FRAME_LAST 7986 End 7987 AliasConditionState = NIGHT DOOR_1_CLOSING 7988 AliasConditionState = SNOW DOOR_1_CLOSING 7989 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 7990 7991 ConditionState = DOOR_1_CLOSING DAMAGED 7992 Model = ABBtCmdHQ_A7D 7993 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7994 AnimationMode = ONCE_BACKWARDS 7995 Flags = START_FRAME_LAST 7996 End 7997 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 7998 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 7999 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 8000 8001 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 8002 Model = ABBtCmdHQ_A7E 8003 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 8004 AnimationMode = ONCE_BACKWARDS 8005 Flags = START_FRAME_LAST 8006 End 8007 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 8008 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 8009 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 8010 8011 ConditionState = DOOR_1_WAITING_OPEN 8012 Model = ABBtCmdHQ_A7 8013 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 8014 AnimationMode = MANUAL 8015 Flags = START_FRAME_LAST 8016 End 8017 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 8018 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 8019 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 8020 8021 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 8022 Model = ABBtCmdHQ_A7D 8023 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 8024 AnimationMode = MANUAL 8025 Flags = START_FRAME_LAST 8026 End 8027 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 8028 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 8029 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 8030 8031 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 8032 Model = ABBtCmdHQ_A7E 8033 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 8034 AnimationMode = MANUAL 8035 Flags = START_FRAME_LAST 8036 End 8037 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 8038 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 8039 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 8040 8041 ;************************************************************************************************************************** 8042 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8043 ;for this draw module 8044 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8045 Model = ABBtCmdHQ_A7 8046 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8047 End 8048 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8049 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8050 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8051 8052 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8053 Model = ABBtCmdHQ_A7D 8054 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8055 End 8056 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 8057 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 8058 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 8059 8060 8061 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8062 Model = ABBtCmdHQ_A7E 8063 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8064 End 8065 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 8066 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 8067 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 8068 8069 ConditionState = AWAITING_CONSTRUCTION 8070 Model = NONE 8071 End 8072 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8073 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8074 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8075 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8076 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8077 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8078 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8079 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8080 AliasConditionState = SOLD DAMAGED 8081 AliasConditionState = SOLD REALLYDAMAGED 8082 AliasConditionState = SOLD NIGHT 8083 AliasConditionState = SOLD NIGHT DAMAGED 8084 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8085 AliasConditionState = SOLD NIGHT SNOW 8086 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8087 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8088 ;************************************************************************************************************************** 8089 8090 End 8091 8092 ; ------------ construction-zone fence ----------------- 8093 Draw = W3DModelDraw ModuleTag_05 8094 AnimationsRequirePower = No 8095 8096 DefaultConditionState 8097 Model = None 8098 TransitionKey = DOWN_DEFAULT 8099 End 8100 ConditionState = NIGHT 8101 Model = None 8102 TransitionKey = DOWN_DEFAULT 8103 End 8104 ConditionState = SNOW 8105 Model = None 8106 TransitionKey = DOWN_DEFAULT 8107 End 8108 ConditionState = SNOW NIGHT 8109 Model = None 8110 TransitionKey = DOWN_DEFAULT 8111 End 8112 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8113 Model = ABBtCmdHQ_A4 8114 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 8115 AnimationMode = MANUAL 8116 Flags = START_FRAME_LAST 8117 TransitionKey = UP_DAY 8118 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8119 ParticleSysBone = SparksS01 LiveWireSparks02 8120 End 8121 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8122 Model = ABBtCmdHQ_A4N 8123 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 8124 AnimationMode = MANUAL 8125 Flags = START_FRAME_LAST 8126 TransitionKey = UP_NIGHT 8127 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8128 ParticleSysBone = SparksS01 LiveWireSparks02 8129 End 8130 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8131 Model = ABBtCmdHQ_A4S 8132 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 8133 AnimationMode = MANUAL 8134 Flags = START_FRAME_LAST 8135 TransitionKey = UP_SNOW 8136 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8137 ParticleSysBone = SparksS01 LiveWireSparks02 8138 End 8139 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8140 Model = ABBtCmdHQ_A4SN 8141 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 8142 AnimationMode = MANUAL 8143 Flags = START_FRAME_LAST 8144 TransitionKey = UP_SNOWNIGHT 8145 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8146 ParticleSysBone = SparksS01 LiveWireSparks02 8147 End 8148 TransitionState = DOWN_DEFAULT UP_DAY 8149 Model = ABBtCmdHQ_A4 8150 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 8151 AnimationMode = ONCE 8152 AnimationSpeedFactorRange = 1.0 1.0 8153 Flags = START_FRAME_FIRST 8154 End 8155 TransitionState = DOWN_DEFAULT UP_NIGHT 8156 Model = ABBtCmdHQ_A4N 8157 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 8158 AnimationMode = ONCE 8159 AnimationSpeedFactorRange = 1.0 1.0 8160 Flags = START_FRAME_FIRST 8161 End 8162 TransitionState = DOWN_DEFAULT UP_SNOW 8163 Model = ABBtCmdHQ_A4S 8164 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 8165 AnimationMode = ONCE 8166 AnimationSpeedFactorRange = 1.0 1.0 8167 Flags = START_FRAME_FIRST 8168 End 8169 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8170 Model = ABBtCmdHQ_A4SN 8171 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 8172 AnimationMode = ONCE 8173 AnimationSpeedFactorRange = 1.0 1.0 8174 Flags = START_FRAME_FIRST 8175 End 8176 TransitionState = UP_DAY DOWN_DEFAULT 8177 Model = ABBtCmdHQ_A4 8178 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 8179 AnimationMode = ONCE_BACKWARDS 8180 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8181 Flags = START_FRAME_LAST 8182 End 8183 TransitionState = UP_NIGHT DOWN_DEFAULT 8184 Model = ABBtCmdHQ_A4N 8185 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 8186 AnimationMode = ONCE_BACKWARDS 8187 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8188 Flags = START_FRAME_LAST 8189 End 8190 TransitionState = UP_SNOW DOWN_DEFAULT 8191 Model = ABBtCmdHQ_A4S 8192 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 8193 AnimationMode = ONCE_BACKWARDS 8194 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8195 Flags = START_FRAME_LAST 8196 End 8197 TransitionState = UP_SNOW NIGHT DOWN_DEFAULT 8198 Model = ABBtCmdHQ_A4SN 8199 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 8200 AnimationMode = ONCE_BACKWARDS 8201 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8202 Flags = START_FRAME_LAST 8203 End 8204 End 8205 8206 ; ------------ under-construction scaffolding ----------------- 8207 Draw = W3DModelDraw ModuleTag_06 8208 AnimationsRequirePower = No 8209 MinLODRequired = MEDIUM 8210 DefaultConditionState 8211 Model = None 8212 TransitionKey = DOWN_DEFAULT 8213 End 8214 ConditionState = NIGHT 8215 Model = None 8216 TransitionKey = DOWN_DEFAULT 8217 End 8218 ConditionState = SNOW 8219 Model = None 8220 TransitionKey = DOWN_DEFAULT 8221 End 8222 ConditionState = SNOW NIGHT 8223 Model = None 8224 TransitionKey = DOWN_DEFAULT 8225 End 8226 ConditionState = PARTIALLY_CONSTRUCTED 8227 Model = ABBtCmdHQ_A6 8228 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 8229 AnimationMode = MANUAL 8230 Flags = START_FRAME_LAST 8231 TransitionKey = UP_DAY 8232 ParticleSysBone = Sparks01 BuildUpBlueSpark 8233 ParticleSysBone = Sparks02 BuildUpBlueSpark 8234 ParticleSysBone = Sparks04 BuildUpBlueSpark 8235 ParticleSysBone = Sparks05 BuildUpBlueSpark 8236 ParticleSysBone = Sparks06 BuildUpBlueSpark 8237 ParticleSysBone = Sparks08 BuildUpBlueSpark 8238 ParticleSysBone = Sparks09 BuildUpBlueSpark 8239 End 8240 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 8241 Model = ABBtCmdHQ_A6N 8242 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 8243 AnimationMode = MANUAL 8244 Flags = START_FRAME_LAST 8245 TransitionKey = UP_NIGHT 8246 ParticleSysBone = Sparks01 BuildUpBlueSpark 8247 ParticleSysBone = Sparks02 BuildUpBlueSpark 8248 ParticleSysBone = Sparks04 BuildUpBlueSpark 8249 ParticleSysBone = Sparks05 BuildUpBlueSpark 8250 ParticleSysBone = Sparks06 BuildUpBlueSpark 8251 ParticleSysBone = Sparks08 BuildUpBlueSpark 8252 ParticleSysBone = Sparks09 BuildUpBlueSpark 8253 End 8254 ConditionState = SNOW PARTIALLY_CONSTRUCTED 8255 Model = ABBtCmdHQ_A6S 8256 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 8257 AnimationMode = MANUAL 8258 Flags = START_FRAME_LAST 8259 TransitionKey = UP_SNOW 8260 ParticleSysBone = Sparks01 BuildUpBlueSpark 8261 ParticleSysBone = Sparks02 BuildUpBlueSpark 8262 ParticleSysBone = Sparks04 BuildUpBlueSpark 8263 ParticleSysBone = Sparks05 BuildUpBlueSpark 8264 ParticleSysBone = Sparks06 BuildUpBlueSpark 8265 ParticleSysBone = Sparks08 BuildUpBlueSpark 8266 ParticleSysBone = Sparks09 BuildUpBlueSpark 8267 End 8268 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8269 Model = ABBtCmdHQ_A6SN 8270 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 8271 AnimationMode = MANUAL 8272 Flags = START_FRAME_LAST 8273 TransitionKey = UP_SNOWNIGHT 8274 ParticleSysBone = Sparks01 BuildUpBlueSpark 8275 ParticleSysBone = Sparks02 BuildUpBlueSpark 8276 ParticleSysBone = Sparks04 BuildUpBlueSpark 8277 ParticleSysBone = Sparks05 BuildUpBlueSpark 8278 ParticleSysBone = Sparks06 BuildUpBlueSpark 8279 ParticleSysBone = Sparks08 BuildUpBlueSpark 8280 ParticleSysBone = Sparks09 BuildUpBlueSpark 8281 End 8282 TransitionState = DOWN_DEFAULT UP_DAY 8283 Model = ABBtCmdHQ_A6 8284 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 8285 AnimationMode = ONCE 8286 AnimationSpeedFactorRange = 1.0 1.0 8287 Flags = START_FRAME_FIRST 8288 End 8289 TransitionState = DOWN_DEFAULT UP_NIGHT 8290 Model = ABBtCmdHQ_A6N 8291 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 8292 AnimationMode = ONCE 8293 AnimationSpeedFactorRange = 1.0 1.0 8294 Flags = START_FRAME_FIRST 8295 End 8296 TransitionState = DOWN_DEFAULT UP_SNOW 8297 Model = ABBtCmdHQ_A6S 8298 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 8299 AnimationMode = ONCE 8300 AnimationSpeedFactorRange = 1.0 1.0 8301 Flags = START_FRAME_FIRST 8302 End 8303 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8304 Model = ABBtCmdHQ_A6SN 8305 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 8306 AnimationMode = ONCE 8307 AnimationSpeedFactorRange = 1.0 1.0 8308 Flags = START_FRAME_FIRST 8309 End 8310 TransitionState = UP_DAY DOWN_DEFAULT 8311 Model = ABBtCmdHQ_A6 8312 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 8313 AnimationMode = ONCE_BACKWARDS 8314 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8315 Flags = START_FRAME_LAST 8316 End 8317 TransitionState = UP_NIGHT DOWN_DEFAULT 8318 Model = ABBtCmdHQ_A6N 8319 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 8320 AnimationMode = ONCE_BACKWARDS 8321 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8322 Flags = START_FRAME_LAST 8323 End 8324 TransitionState = UP_SNOW DOWN_DEFAULT 8325 Model = ABBtCmdHQ_A6S 8326 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 8327 AnimationMode = ONCE_BACKWARDS 8328 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8329 Flags = START_FRAME_LAST 8330 End 8331 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8332 Model = ABBtCmdHQ_A6SN 8333 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 8334 AnimationMode = ONCE_BACKWARDS 8335 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8336 Flags = START_FRAME_LAST 8337 End 8338 End 8339 8340 ; ------------ being-constructed crane ----------------- 8341 Draw = W3DModelDraw ModuleTag_07 8342 AnimationsRequirePower = No 8343 DefaultConditionState 8344 Model = None 8345 TransitionKey = DOWN_DEFAULT 8346 End 8347 ConditionState = NIGHT 8348 Model = None 8349 TransitionKey = DOWN_DEFAULT 8350 End 8351 ConditionState = SNOW 8352 Model = None 8353 TransitionKey = DOWN_DEFAULT 8354 End 8355 ConditionState = SNOW NIGHT 8356 Model = None 8357 TransitionKey = DOWN_DEFAULT 8358 End 8359 ConditionState = SOLD 8360 Model = NONE 8361 End 8362 8363 ConditionState = ACTIVELY_BEING_CONSTRUCTED 8364 Model = ABBtCmdHQ_A5 8365 Animation = ABBtCmdHQ_A5.ABBtCmdHQ_A5 8366 AnimationMode = LOOP 8367 TransitionKey = UP_DAY 8368 End 8369 8370 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 8371 Model = ABBtCmdHQ_A5N 8372 Animation = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N 8373 AnimationMode = LOOP 8374 TransitionKey = UP_NIGHT 8375 End 8376 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 8377 Model = ABBtCmdHQ_A5S 8378 Animation = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S 8379 AnimationMode = LOOP 8380 TransitionKey = UP_SNOW 8381 End 8382 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 8383 Model = ABBtCmdHQ_A5SN 8384 Animation = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN 8385 AnimationMode = LOOP 8386 TransitionKey = UP_SNOWNIGHT 8387 End 8388 TransitionState = DOWN_DEFAULT UP_DAY 8389 Model = ABBtCmdHQ_A3 8390 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 8391 AnimationMode = ONCE 8392 AnimationSpeedFactorRange = 1.0 1.0 8393 Flags = START_FRAME_FIRST 8394 End 8395 8396 TransitionState = DOWN_DEFAULT UP_NIGHT 8397 Model = ABBtCmdHQ_A3N 8398 Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N 8399 AnimationMode = ONCE 8400 AnimationSpeedFactorRange = 1.0 1.0 8401 Flags = START_FRAME_FIRST 8402 End 8403 TransitionState = DOWN_DEFAULT UP_SNOW 8404 Model = ABBtCmdHQ_A3S 8405 ; @todo srj -- not found 8406 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 8407 AnimationMode = ONCE 8408 AnimationSpeedFactorRange = 1.0 1.0 8409 Flags = START_FRAME_FIRST 8410 End 8411 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8412 Model = ABBtCmdHQ_A3SN 8413 Animation = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN 8414 AnimationMode = ONCE 8415 AnimationSpeedFactorRange = 1.0 1.0 8416 Flags = START_FRAME_FIRST 8417 End 8418 TransitionState = UP_DAY DOWN_DEFAULT 8419 Model = ABBtCmdHQ_A3 8420 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 8421 AnimationMode = ONCE_BACKWARDS 8422 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8423 Flags = START_FRAME_LAST 8424 End 8425 TransitionState = UP_NIGHT DOWN_DEFAULT 8426 Model = ABBtCmdHQ_A3N 8427 Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N 8428 AnimationMode = ONCE_BACKWARDS 8429 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8430 Flags = START_FRAME_LAST 8431 End 8432 TransitionState = UP_SNOW DOWN_DEFAULT 8433 Model = ABBtCmdHQ_A3S 8434 ; @todo srj -- not found 8435 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 8436 AnimationMode = ONCE_BACKWARDS 8437 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8438 Flags = START_FRAME_LAST 8439 End 8440 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8441 Model = ABBtCmdHQ_A3S 8442 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 8443 AnimationMode = ONCE_BACKWARDS 8444 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8445 Flags = START_FRAME_LAST 8446 End 8447 End 8448 8449 ; Officers club flag 8450 Draw = W3DModelDraw ModuleTag_OfficersClub 8451 OkToChangeModelColor = No 8452 8453 ConditionState = NONE 8454 Model = None 8455 End 8456 AliasConditionState = DAMAGED 8457 AliasConditionState = REALLYDAMAGED 8458 AliasConditionState = RUBBLE 8459 AliasConditionState = REALLYDAMAGED RUBBLE 8460 ConditionState = PREORDER 8461 Model = OCFlagUSA 8462 Animation = OCFlagUSA.OCFlagUSA 8463 AnimationMode = LOOP 8464 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8465 End 8466 ConditionState = PREORDER DAMAGED 8467 Model = OCFlagUSA_D 8468 Animation = OCFlagUSA_D.OCFlagUSA_D 8469 AnimationMode = LOOP 8470 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8471 End 8472 ConditionState = PREORDER REALLYDAMAGED RUBBLE 8473 Model = OCFlagUSA_E 8474 Animation = OCFlagUSA_E.OCFlagUSA_E 8475 AnimationMode = LOOP 8476 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8477 End 8478 End 8479 8480 8481 PlacementViewAngle = -135 8482 8483 ; ***DESIGN parameters *** 8484 DisplayName = OBJECT:CommandCenter 8485 Side = AmericaSuperWeaponGeneral 8486 EditorSorting = STRUCTURE 8487 BuildCost = 2000 8488 BuildTime = 45.0 ; in seconds 8489 EnergyProduction = 0 ;Command Center should be free 8490 CommandSet = SupW_AmericaCommandCenterCommandSet 8491 VisionRange = 300.0 ; Shroud clearing distance 8492 ShroudClearingRange = 300 8493 ArmorSet 8494 Conditions = None 8495 Armor = StructureArmorTough 8496 DamageFX = StructureDamageFXNoShake 8497 End 8498 ExperienceValue = 200 200 200 200 ; Experience point value at each level 8499 8500 ; *** AUDIO Parameters *** 8501 VoiceSelect = CommandCenterUSASelect 8502 SoundOnDamaged = BuildingDamagedStateLight 8503 SoundOnReallyDamaged = BuildingDestroy 8504 8505 UnitSpecificSounds 8506 UnderConstruction = UnderConstructionLoop 8507 End 8508 8509 ; *** ENGINEERING Parameters *** 8510 RadarPriority = STRUCTURE 8511 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 8512 Body = StructureBody ModuleTag_08 8513 MaxHealth = 5000.0 8514 InitialHealth = 5000.0 8515 8516 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8517 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8518 SubdualDamageCap = 5200 8519 SubdualDamageHealRate = 500 8520 SubdualDamageHealAmount = 100 8521 End 8522 8523 Behavior = PreorderCreate ModuleTag_PreorderCreate 8524 End 8525 8526 Behavior = GrantUpgradeCreate ModuleTag_09 8527 UpgradeToGrant = Upgrade_AmericaRadar 8528 ExemptStatus = UNDER_CONSTRUCTION 8529 End 8530 Behavior = ProductionUpdate ModuleTag_11 8531 NumDoorAnimations = 1 8532 DoorOpeningTime = 1500 ;in mSeconds 8533 DoorWaitOpenTime = 3000 ;in mSeconds 8534 DoorCloseTime = 1500 ;in mSeconds 8535 ConstructionCompleteDuration = 1500 ;in mSeconds 8536 End 8537 Behavior = RadarUpdate ModuleTag_12 8538 RadarExtendTime = 4000 ;in mSeconds 8539 End 8540 Behavior = DefaultProductionExitUpdate ModuleTag_13 8541 UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0 8542 NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 8543 End 8544 Behavior = BaseRegenerateUpdate ModuleTag_14 8545 ;No data 8546 End 8547 Behavior = DestroyDie ModuleTag_15 8548 ;nothing 8549 End 8550 Behavior = CreateObjectDie ModuleTag_16 8551 CreationList = OCL_LargeStructureDebris 8552 End 8553 Behavior = CreateObjectDie ModuleTag_17 8554 CreationList = OCL_AmericanRangerDebris10 8555 ExemptStatus = UNDER_CONSTRUCTION 8556 End 8557 Behavior = FXListDie ModuleTag_18 8558 DeathFX = FX_StructureMediumDeath 8559 End 8560 Behavior = RadarUpgrade ModuleTag_19 8561 TriggeredBy = Upgrade_AmericaRadar 8562 End 8563 Behavior = OCLSpecialPower ModuleTag_20 8564 SpecialPowerTemplate = SuperweaponDaisyCutter 8565 UpgradeOCL = SCIENCE_MOAB SUPERWEAPON_MOAB 8566 OCL = SUPERWEAPON_DaisyCutter 8567 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8568 End 8569 Behavior = OCLSpecialPower ModuleTag_21 8570 SpecialPowerTemplate = SpecialPowerSpyDrone 8571 OCL = SUPERWEAPON_SpyDrone 8572 CreateLocation = CREATE_ABOVE_LOCATION 8573 End 8574 Behavior = OCLSpecialPower ModuleTag_22 8575 SpecialPowerTemplate = SuperweaponParadropAmerica 8576 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 8577 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 8578 OCL = SUPERWEAPON_Paradrop1 8579 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8580 OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. 8581 End 8582 ; Behavior = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the ChinaAirfield in CHI05 8583 ; SpecialPowerTemplate = SuperweaponCarpetBomb 8584 ; OCL = SUPERWEAPON_CarpetBomb 8585 ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8586 ; End 8587 Behavior = OCLSpecialPower ModuleTag_24 8588 SpecialPowerTemplate = SpecialPowerSpySatellite 8589 OCL = SUPERWEAPON_SpySatellite 8590 CreateLocation = CREATE_AT_LOCATION 8591 End 8592 Behavior = OCLSpecialPower ModuleTag_25 8593 SpecialPowerTemplate = SuperweaponCrateDrop 8594 OCL = SUPERWEAPON_CrateDrop 8595 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8596 End 8597 Behavior = OCLSpecialPower ModuleTag_26 8598 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike 8599 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 8600 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 8601 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 8602 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8603 End 8604 Behavior = OCLSpecialPower ModuleTag_27 8605 SpecialPowerTemplate = SuperweaponEmergencyRepair 8606 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 8607 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 8608 OCL = SUPERWEAPON_RepairVehicles1 8609 CreateLocation = CREATE_AT_LOCATION 8610 End 8611 8612 8613 ;;;; **NOTE put this back in? 8614 8615 ; note that this power isn't normally available to human players, only to AI ones 8616 ;Behavior = DefectorSpecialPower ModuleTag_28 8617 ; SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params 8618 ;End 8619 8620 ;Kris: Now launched by OCLSpecialPower for DaisyCutter. 8621 ;Behavior = OCLSpecialPower ModuleTag_29 8622 ; SpecialPowerTemplate = SuperweaponMOAB 8623 ; OCL = SUPERWEAPON_MOAB 8624 ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8625 ;End 8626 8627 Behavior = FlammableUpdate ModuleTag_30 8628 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8629 AflameDamageAmount = 5 ; taking this much damage... 8630 AflameDamageDelay = 500 ; this often. 8631 End 8632 8633 Behavior = TransitionDamageFX ModuleTag_31 8634 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 8635 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8636 ;--------------------------------------------------------------------------------------- 8637 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8638 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8639 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8640 End 8641 8642 Behavior = SpecialAbility ModuleTag_32 8643 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 8644 UpdateModuleStartsAttack = Yes 8645 End 8646 8647 ;Kris: Order matters -- process in order of highest level to lowest level technology. 8648 Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_3 8649 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 8650 RequiredScience = SCIENCE_SpectreGunship3 8651 GunshipTemplateName = AirF_AmericaJetSpectreGunship3 8652 AttackAreaRadius = 200 8653 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 8654 ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET 8655 End 8656 Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_2 8657 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 8658 RequiredScience = SCIENCE_SpectreGunship2 8659 GunshipTemplateName = AirF_AmericaJetSpectreGunship2 8660 AttackAreaRadius = 200 8661 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 8662 ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET 8663 End 8664 Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_1 8665 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 8666 RequiredScience = SCIENCE_SpectreGunship1 8667 GunshipTemplateName = AirF_AmericaJetSpectreGunship1 8668 AttackAreaRadius = 200 8669 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 8670 ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET 8671 End 8672 8673 Behavior = OCLSpecialPower ModuleTag_34 8674 SpecialPowerTemplate = Early_SuperweaponLeafletDrop 8675 OCL = SUPERWEAPON_LeafletDrop 8676 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8677 End 8678 8679 ;Behavior = CommandSetUpgrade ModuleTag_35 8680 ; CommandSet = SupW_AmericaCommandCenterCommandSetToMOAB 8681 ; TriggeredBy = Upgrade_AmericaMOAB 8682 ;End 8683 Behavior = GrantScienceUpgrade ModuleTag_Science 8684 GrantScience = SCIENCE_MOAB 8685 TriggeredBy = Upgrade_AmericaMOAB 8686 End 8687 8688 Geometry = BOX 8689 GeometryMajorRadius = 60.0 8690 GeometryMinorRadius = 70.0 8691 GeometryHeight = 49.0 8692 GeometryIsSmall = No 8693 FactoryExitWidth = 25 ; How much space to leave for units exiting. 8694 Shadow = SHADOW_VOLUME 8695 BuildCompletion = PLACED_BY_PLAYER 8696 8697 End 8698 8699 8700 8701 ;------------------------------------------------------------------------------ 8702 Object SupW_AmericaParticleCannonUplink 8703 8704 ; *** ART Parameters *** 8705 SelectPortrait = SAUplink_L 8706 ButtonImage = SAUplink 8707 8708 Draw = W3DModelDraw ModuleTag_01 8709 ExtraPublicBone = FX01 8710 ExtraPublicBone = FX02 8711 ExtraPublicBone = FX03 8712 ExtraPublicBone = FX04 8713 ExtraPublicBone = FX05 8714 OkToChangeModelColor = Yes 8715 8716 8717 ; day ************************************** 8718 ConditionState = NONE 8719 Model = ABSDILink 8720 Animation = ABSDILink.ABSDILink 8721 AnimationMode = LOOP 8722 Flags = MAINTAIN_FRAME_ACROSS_STATES 8723 End 8724 ConditionState = DAMAGED 8725 Model = ABSDILink_D 8726 Animation = ABSDILink_D.ABSDILink_D 8727 AnimationMode = LOOP 8728 Flags = MAINTAIN_FRAME_ACROSS_STATES 8729 End 8730 ConditionState = REALLYDAMAGED RUBBLE 8731 Model = ABSDILink_E 8732 Animation = ABSDILink_E.ABSDILink_E 8733 AnimationMode = LOOP 8734 Flags = MAINTAIN_FRAME_ACROSS_STATES 8735 End 8736 8737 8738 ; night ************************************* 8739 ConditionState = NIGHT 8740 Model = ABSDILink_N 8741 Animation = ABSDILink_N.ABSDILink_N 8742 AnimationMode = LOOP 8743 Flags = MAINTAIN_FRAME_ACROSS_STATES 8744 End 8745 ConditionState = DAMAGED NIGHT 8746 Model = ABSDILink_DN 8747 Animation = ABSDILink_DN.ABSDILink_DN 8748 AnimationMode = LOOP 8749 Flags = MAINTAIN_FRAME_ACROSS_STATES 8750 End 8751 ConditionState = REALLYDAMAGED RUBBLE NIGHT 8752 Model = ABSDILink_EN 8753 Animation = ABSDILink_EN.ABSDILink_EN 8754 AnimationMode = LOOP 8755 Flags = MAINTAIN_FRAME_ACROSS_STATES 8756 End 8757 8758 ; day snow ************************************** 8759 ConditionState = SNOW 8760 Model = ABSDILink_S 8761 Animation = ABSDILink_S.ABSDILink_S 8762 AnimationMode = LOOP 8763 Flags = MAINTAIN_FRAME_ACROSS_STATES 8764 End 8765 ConditionState = DAMAGED SNOW 8766 Model = ABSDILink_DS 8767 Animation = ABSDILink_DS.ABSDILink_DS 8768 AnimationMode = LOOP 8769 Flags = MAINTAIN_FRAME_ACROSS_STATES 8770 End 8771 ConditionState = REALLYDAMAGED RUBBLE SNOW 8772 Model = ABSDILink_ES 8773 Animation = ABSDILink_ES.ABSDILink_ES 8774 AnimationMode = LOOP 8775 Flags = MAINTAIN_FRAME_ACROSS_STATES 8776 End 8777 8778 ; night snow ************************************* 8779 ConditionState = NIGHT SNOW 8780 Model = ABSDILink_NS 8781 Animation = ABSDILink_NS.ABSDILink_NS 8782 AnimationMode = LOOP 8783 Flags = MAINTAIN_FRAME_ACROSS_STATES 8784 End 8785 ConditionState = DAMAGED NIGHT SNOW 8786 Model = ABSDILink_DNS 8787 Animation = ABSDILink_DNS.ABSDILink_DNS 8788 AnimationMode = LOOP 8789 Flags = MAINTAIN_FRAME_ACROSS_STATES 8790 End 8791 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 8792 Model = ABSDILink_ENS 8793 Animation = ABSDILink_ENS.ABSDILink_ENS 8794 AnimationMode = LOOP 8795 Flags = MAINTAIN_FRAME_ACROSS_STATES 8796 End 8797 8798 ;************************************************************************************************************************** 8799 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8800 ;for this draw module 8801 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8802 Model = ABSDILink 8803 Animation = ABSDILink.ABSDILink 8804 AnimationMode = LOOP 8805 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8806 End 8807 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8808 Model = ABSDILink_D 8809 Animation = ABSDILink_D.ABSDILink_D 8810 AnimationMode = LOOP 8811 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8812 End 8813 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8814 Model = ABSDILink_E 8815 Animation = ABSDILink_E.ABSDILink_E 8816 AnimationMode = LOOP 8817 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8818 End 8819 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8820 Model = ABSDILink_N 8821 Animation = ABSDILink_N.ABSDILink_N 8822 AnimationMode = LOOP 8823 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8824 End 8825 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8826 Model = ABSDILink_DN 8827 Animation = ABSDILink_DN.ABSDILink_DN 8828 AnimationMode = LOOP 8829 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8830 End 8831 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8832 Model = ABSDILink_EN 8833 Animation = ABSDILink_EN.ABSDILink_EN 8834 AnimationMode = LOOP 8835 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8836 End 8837 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8838 Model = ABSDILink_S 8839 Animation = ABSDILink_S.ABSDILink_S 8840 AnimationMode = LOOP 8841 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8842 End 8843 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8844 Model = ABSDILink_DS 8845 Animation = ABSDILink_DS.ABSDILink_DS 8846 AnimationMode = LOOP 8847 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8848 End 8849 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8850 Model = ABSDILink_ES 8851 Animation = ABSDILink_ES.ABSDILink_ES 8852 AnimationMode = LOOP 8853 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8854 End 8855 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8856 Model = ABSDILink_NS 8857 Animation = ABSDILink_NS.ABSDILink_NS 8858 AnimationMode = LOOP 8859 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8860 End 8861 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8862 Model = ABSDILink_DNS 8863 Animation = ABSDILink_DNS.ABSDILink_DNS 8864 AnimationMode = LOOP 8865 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8866 End 8867 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8868 Model = ABSDILink_ENS 8869 Animation = ABSDILink_ENS.ABSDILink_ENS 8870 AnimationMode = LOOP 8871 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8872 End 8873 8874 ConditionState = AWAITING_CONSTRUCTION 8875 Model = NONE 8876 End 8877 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8878 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8879 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8880 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8881 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8882 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8883 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8884 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8885 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8886 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8887 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8888 AliasConditionState = SOLD 8889 AliasConditionState = SOLD DAMAGED 8890 AliasConditionState = SOLD REALLYDAMAGED 8891 AliasConditionState = SOLD NIGHT 8892 AliasConditionState = SOLD NIGHT DAMAGED 8893 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8894 AliasConditionState = SOLD SNOW 8895 AliasConditionState = SOLD SNOW DAMAGED 8896 AliasConditionState = SOLD SNOW REALLYDAMAGED 8897 AliasConditionState = SOLD NIGHT SNOW 8898 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8899 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8900 ;************************************************************************************************************************** 8901 8902 8903 8904 End 8905 8906 ;------------ the cannon section (hatch, dish animations) ----------- 8907 Draw = W3DModelDraw ModuleTag_02 8908 ExtraPublicBone = FXConnector 8909 ExtraPublicBone = FXMain 8910 OkToChangeModelColor = Yes 8911 ; day ************************************** 8912 ConditionState = NONE 8913 Model = ABSDILink_A1 8914 Animation = ABSDILink_A1.ABSDILink_A1 8915 AnimationMode = MANUAL 8916 Flags = START_FRAME_FIRST 8917 End 8918 AliasConditionState = NIGHT 8919 AliasConditionState = NIGHT SNOW 8920 AliasConditionState = SNOW 8921 8922 ConditionState = DAMAGED 8923 Model = ABSDILink_A1D 8924 Animation = ABSDILink_A1D.ABSDILink_A1D 8925 AnimationMode = MANUAL 8926 Flags = START_FRAME_FIRST 8927 End 8928 AliasConditionState = NIGHT DAMAGED 8929 AliasConditionState = NIGHT SNOW DAMAGED 8930 AliasConditionState = SNOW DAMAGED 8931 8932 ConditionState = REALLYDAMAGED RUBBLE 8933 Model = ABSDILink_A1E 8934 Animation = ABSDILink_A1E.ABSDILink_A1E 8935 AnimationMode = MANUAL 8936 Flags = START_FRAME_FIRST 8937 End 8938 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 8939 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 8940 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 8941 8942 ConditionState = AWAITING_CONSTRUCTION 8943 Model = None 8944 End 8945 AliasConditionState = NIGHT AWAITING_CONSTRUCTION 8946 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION 8947 AliasConditionState = SNOW AWAITING_CONSTRUCTION 8948 8949 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8950 Model = ABSDILink_A1 8951 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8952 End 8953 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8954 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8955 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8956 8957 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8958 Model = ABSDILink_A1D 8959 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8960 End 8961 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8962 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8963 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8964 8965 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 8966 Model = ABSDILink_A1E 8967 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8968 End 8969 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 8970 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 8971 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 8972 8973 ;Preparing to fire! 8974 ConditionState = UNPACKING 8975 Model = ABSDILink_A1 8976 Animation = ABSDILink_A1.ABSDILink_A1 8977 AnimationMode = ONCE 8978 Flags = MAINTAIN_FRAME_ACROSS_STATES2 8979 End 8980 AliasConditionState = NIGHT UNPACKING 8981 AliasConditionState = NIGHT SNOW UNPACKING 8982 AliasConditionState = SNOW UNPACKING 8983 8984 ConditionState = UNPACKING DAMAGED 8985 Model = ABSDILink_A1D 8986 Animation = ABSDILink_A1D.ABSDILink_A1D 8987 AnimationMode = ONCE 8988 Flags = MAINTAIN_FRAME_ACROSS_STATES2 8989 End 8990 AliasConditionState = NIGHT UNPACKING DAMAGED 8991 AliasConditionState = NIGHT SNOW UNPACKING DAMAGED 8992 AliasConditionState = SNOW UNPACKING DAMAGED 8993 8994 ConditionState = UNPACKING REALLYDAMAGED RUBBLE 8995 Model = ABSDILink_A1E 8996 Animation = ABSDILink_A1E.ABSDILink_A1E 8997 AnimationMode = ONCE 8998 Flags = MAINTAIN_FRAME_ACROSS_STATES2 8999 End 9000 AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE 9001 AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE 9002 AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE 9003 9004 ;Ready to fire -- or firing! 9005 ConditionState = DEPLOYED 9006 Model = ABSDILink_A1 9007 Animation = ABSDILink_A1.ABSDILink_A1 9008 AnimationMode = MANUAL 9009 Flags = START_FRAME_LAST 9010 End 9011 AliasConditionState = NIGHT DEPLOYED 9012 AliasConditionState = NIGHT SNOW DEPLOYED 9013 AliasConditionState = SNOW DEPLOYED 9014 9015 ConditionState = DEPLOYED DAMAGED 9016 Model = ABSDILink_A1D 9017 Animation = ABSDILink_A1D.ABSDILink_A1D 9018 AnimationMode = MANUAL 9019 Flags = START_FRAME_LAST 9020 End 9021 AliasConditionState = NIGHT DEPLOYED DAMAGED 9022 AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED 9023 AliasConditionState = SNOW DEPLOYED DAMAGED 9024 9025 ConditionState = DEPLOYED REALLYDAMAGED RUBBLE 9026 Model = ABSDILink_A1E 9027 Animation = ABSDILink_A1E.ABSDILink_A1E 9028 AnimationMode = MANUAL 9029 Flags = START_FRAME_LAST 9030 End 9031 AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE 9032 AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE 9033 AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE 9034 9035 ;Packing up (recharging for new attack) 9036 ConditionState = PACKING 9037 Model = ABSDILink_A1 9038 Animation = ABSDILink_A1.ABSDILink_A1 9039 AnimationMode = ONCE_BACKWARDS 9040 Flags = MAINTAIN_FRAME_ACROSS_STATES3 9041 End 9042 AliasConditionState = NIGHT PACKING 9043 AliasConditionState = NIGHT SNOW PACKING 9044 AliasConditionState = SNOW PACKING 9045 9046 ConditionState = PACKING DAMAGED 9047 Model = ABSDILink_A1D 9048 Animation = ABSDILink_A1D.ABSDILink_A1D 9049 AnimationMode = ONCE_BACKWARDS 9050 Flags = MAINTAIN_FRAME_ACROSS_STATES3 9051 End 9052 AliasConditionState = NIGHT PACKING DAMAGED 9053 AliasConditionState = NIGHT SNOW PACKING DAMAGED 9054 AliasConditionState = SNOW PACKING DAMAGED 9055 9056 ConditionState = PACKING REALLYDAMAGED RUBBLE 9057 Model = ABSDILink_A1E 9058 Animation = ABSDILink_A1E.ABSDILink_A1E 9059 AnimationMode = ONCE_BACKWARDS 9060 Flags = MAINTAIN_FRAME_ACROSS_STATES3 9061 End 9062 AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE 9063 AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE 9064 AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE 9065 9066 9067 ConditionState = SOLD DEPLOYED 9068 Model = NONE 9069 End 9070 ConditionState = SOLD SNOW DEPLOYED 9071 Model = NONE 9072 End 9073 ConditionState = SOLD NIGHT DEPLOYED 9074 Model = NONE 9075 End 9076 ConditionState = SOLD NIGHT SNOW DEPLOYED 9077 Model = NONE 9078 End 9079 End 9080 9081 9082 ; ------------ construction-zone fence ----------------- 9083 Draw = W3DModelDraw ModuleTag_03 9084 AnimationsRequirePower = No 9085 DefaultConditionState 9086 Model = None 9087 TransitionKey = DOWN_DEFAULT 9088 End 9089 ConditionState = NIGHT 9090 Model = None 9091 TransitionKey = DOWN_DEFAULT 9092 End 9093 ConditionState = SNOW 9094 Model = None 9095 TransitionKey = DOWN_DEFAULT 9096 End 9097 ConditionState = SNOW NIGHT 9098 Model = None 9099 TransitionKey = DOWN_DEFAULT 9100 End 9101 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9102 Model = ABSDILink_A4 9103 Animation = ABSDILink_A4.ABSDILink_A4 9104 AnimationMode = MANUAL 9105 Flags = START_FRAME_LAST 9106 TransitionKey = UP_DAY 9107 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9108 ParticleSysBone = SparksS01 LiveWireSparks02 9109 End 9110 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9111 Model = ABSDILink_A4N 9112 Animation = ABSDILink_A4N.ABSDILink_A4N 9113 AnimationMode = MANUAL 9114 Flags = START_FRAME_LAST 9115 TransitionKey = UP_NIGHT 9116 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9117 ParticleSysBone = SparksS01 LiveWireSparks02 9118 End 9119 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9120 Model = ABSDILink_A4S 9121 Animation = ABSDILink_A4S.ABSDILink_A4S 9122 AnimationMode = MANUAL 9123 Flags = START_FRAME_LAST 9124 TransitionKey = UP_SNOW 9125 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9126 ParticleSysBone = SparksS01 LiveWireSparks02 9127 End 9128 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9129 Model = ABSDILink_A4SN 9130 Animation = ABSDILink_A4SN.ABSDILink_A4SN 9131 AnimationMode = MANUAL 9132 Flags = START_FRAME_LAST 9133 TransitionKey = UP_SNOWNIGHT 9134 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9135 ParticleSysBone = SparksS01 LiveWireSparks02 9136 End 9137 TransitionState = DOWN_DEFAULT UP_DAY 9138 Model = ABSDILink_A4 9139 Animation = ABSDILink_A4.ABSDILink_A4 9140 AnimationMode = ONCE 9141 AnimationSpeedFactorRange = 1.0 1.0 9142 Flags = START_FRAME_FIRST 9143 End 9144 TransitionState = DOWN_DEFAULT UP_NIGHT 9145 Model = ABSDILink_A4N 9146 Animation = ABSDILink_A4N.ABSDILink_A4N 9147 AnimationMode = ONCE 9148 AnimationSpeedFactorRange = 1.0 1.0 9149 Flags = START_FRAME_FIRST 9150 End 9151 TransitionState = DOWN_DEFAULT UP_SNOW 9152 Model = ABSDILink_A4S 9153 Animation = ABSDILink_A4S.ABSDILink_A4S 9154 AnimationMode = ONCE 9155 AnimationSpeedFactorRange = 1.0 1.0 9156 Flags = START_FRAME_FIRST 9157 End 9158 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9159 Model = ABSDILink_A4SN 9160 Animation = ABSDILink_A4SN.ABSDILink_A4SN 9161 AnimationMode = ONCE 9162 AnimationSpeedFactorRange = 1.0 1.0 9163 Flags = START_FRAME_FIRST 9164 End 9165 TransitionState = UP_DAY DOWN_DEFAULT 9166 Model = ABSDILink_A4 9167 Animation = ABSDILink_A4.ABSDILink_A4 9168 AnimationMode = ONCE_BACKWARDS 9169 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9170 Flags = START_FRAME_LAST 9171 End 9172 TransitionState = UP_NIGHT DOWN_DEFAULT 9173 Model = ABSDILink_A4N 9174 Animation = ABSDILink_A4N.ABSDILink_A4N 9175 AnimationMode = ONCE_BACKWARDS 9176 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9177 Flags = START_FRAME_LAST 9178 End 9179 TransitionState = UP_SNOW DOWN_DEFAULT 9180 Model = ABSDILink_A4S 9181 Animation = ABSDILink_A4S.ABSDILink_A4S 9182 AnimationMode = ONCE_BACKWARDS 9183 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9184 Flags = START_FRAME_LAST 9185 End 9186 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9187 Model = ABSDILink_A4SN 9188 Animation = ABSDILink_A4SN.ABSDILink_A4SN 9189 AnimationMode = ONCE_BACKWARDS 9190 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9191 Flags = START_FRAME_LAST 9192 End 9193 End 9194 9195 ; ------------ under-construction scaffolding ----------------- 9196 Draw = W3DModelDraw ModuleTag_04 9197 AnimationsRequirePower = No 9198 MinLODRequired = MEDIUM 9199 DefaultConditionState 9200 Model = None 9201 TransitionKey = DOWN_DEFAULT 9202 End 9203 ConditionState = NIGHT 9204 Model = None 9205 TransitionKey = DOWN_DEFAULT 9206 End 9207 ConditionState = SNOW 9208 Model = None 9209 TransitionKey = DOWN_DEFAULT 9210 End 9211 ConditionState = SNOW NIGHT 9212 Model = None 9213 TransitionKey = DOWN_DEFAULT 9214 End 9215 ConditionState = PARTIALLY_CONSTRUCTED 9216 Model = ABSDILink_A6 9217 Animation = ABSDILink_A6.ABSDILink_A6 9218 AnimationMode = MANUAL 9219 Flags = START_FRAME_LAST 9220 TransitionKey = UP_DAY 9221 ParticleSysBone = Sparks01 BuildUpBlueSpark 9222 ParticleSysBone = Sparks02 BuildUpBlueSpark 9223 ParticleSysBone = Sparks03 BuildUpBlueSpark 9224 ParticleSysBone = Sparks04 BuildUpBlueSpark 9225 ParticleSysBone = Sparks05 BuildUpBlueSpark 9226 End 9227 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9228 Model = ABSDILink_A6N 9229 Animation = ABSDILink_A6N.ABSDILink_A6N 9230 AnimationMode = MANUAL 9231 Flags = START_FRAME_LAST 9232 TransitionKey = UP_NIGHT 9233 ParticleSysBone = Sparks01 BuildUpBlueSpark 9234 ParticleSysBone = Sparks02 BuildUpBlueSpark 9235 ParticleSysBone = Sparks03 BuildUpBlueSpark 9236 ParticleSysBone = Sparks04 BuildUpBlueSpark 9237 ParticleSysBone = Sparks05 BuildUpBlueSpark 9238 End 9239 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9240 Model = ABSDILink_A6S 9241 Animation = ABSDILink_A6S.ABSDILink_A6S 9242 AnimationMode = MANUAL 9243 Flags = START_FRAME_LAST 9244 TransitionKey = UP_SNOW 9245 ParticleSysBone = Sparks01 BuildUpBlueSpark 9246 ParticleSysBone = Sparks02 BuildUpBlueSpark 9247 ParticleSysBone = Sparks03 BuildUpBlueSpark 9248 ParticleSysBone = Sparks04 BuildUpBlueSpark 9249 ParticleSysBone = Sparks05 BuildUpBlueSpark 9250 End 9251 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9252 Model = ABSDILink_A6SN 9253 Animation = ABSDILink_A6SN.ABSDILink_A6SN 9254 AnimationMode = MANUAL 9255 Flags = START_FRAME_LAST 9256 TransitionKey = UP_SNOWNIGHT 9257 ParticleSysBone = Sparks01 BuildUpBlueSpark 9258 ParticleSysBone = Sparks02 BuildUpBlueSpark 9259 ParticleSysBone = Sparks03 BuildUpBlueSpark 9260 ParticleSysBone = Sparks04 BuildUpBlueSpark 9261 ParticleSysBone = Sparks05 BuildUpBlueSpark 9262 End 9263 TransitionState = DOWN_DEFAULT UP_DAY 9264 Model = ABSDILink_A6 9265 Animation = ABSDILink_A6.ABSDILink_A6 9266 AnimationMode = ONCE 9267 AnimationSpeedFactorRange = 1.0 1.0 9268 Flags = START_FRAME_FIRST 9269 End 9270 TransitionState = DOWN_DEFAULT UP_NIGHT 9271 Model = ABSDILink_A6N 9272 Animation = ABSDILink_A6N.ABSDILink_A6N 9273 AnimationMode = ONCE 9274 AnimationSpeedFactorRange = 1.0 1.0 9275 Flags = START_FRAME_FIRST 9276 End 9277 TransitionState = DOWN_DEFAULT UP_SNOW 9278 Model = ABSDILink_A6S 9279 Animation = ABSDILink_A6S.ABSDILink_A6S 9280 AnimationMode = ONCE 9281 AnimationSpeedFactorRange = 1.0 1.0 9282 Flags = START_FRAME_FIRST 9283 End 9284 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9285 Model = ABSDILink_A6SN 9286 Animation = ABSDILink_A6SN.ABSDILink_A6SN 9287 AnimationMode = ONCE 9288 AnimationSpeedFactorRange = 1.0 1.0 9289 Flags = START_FRAME_FIRST 9290 End 9291 TransitionState = UP_DAY DOWN_DEFAULT 9292 Model = ABSDILink_A6 9293 Animation = ABSDILink_A6.ABSDILink_A6 9294 AnimationMode = ONCE_BACKWARDS 9295 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9296 Flags = START_FRAME_LAST 9297 End 9298 TransitionState = UP_NIGHT DOWN_DEFAULT 9299 Model = ABSDILink_A6N 9300 Animation = ABSDILink_A6N.ABSDILink_A6N 9301 AnimationMode = ONCE_BACKWARDS 9302 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9303 Flags = START_FRAME_LAST 9304 End 9305 TransitionState = UP_SNOW DOWN_DEFAULT 9306 Model = ABSDILink_A6S 9307 Animation = ABSDILink_A6S.ABSDILink_A6S 9308 AnimationMode = ONCE_BACKWARDS 9309 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9310 Flags = START_FRAME_LAST 9311 End 9312 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9313 Model = ABSDILink_A6SN 9314 Animation = ABSDILink_A6SN.ABSDILink_A6SN 9315 AnimationMode = ONCE_BACKWARDS 9316 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9317 Flags = START_FRAME_LAST 9318 End 9319 End 9320 9321 ; ------------ being-constructed crane ----------------- 9322 Draw = W3DModelDraw ModuleTag_05 9323 AnimationsRequirePower = No 9324 DefaultConditionState 9325 Model = None 9326 TransitionKey = DOWN_DEFAULT 9327 End 9328 ConditionState = NIGHT 9329 Model = None 9330 TransitionKey = DOWN_DEFAULT 9331 End 9332 ConditionState = SNOW 9333 Model = None 9334 TransitionKey = DOWN_DEFAULT 9335 End 9336 ConditionState = SNOW NIGHT 9337 Model = None 9338 TransitionKey = DOWN_DEFAULT 9339 End 9340 ConditionState = SOLD 9341 Model = NONE 9342 End 9343 9344 ConditionState = ACTIVELY_BEING_CONSTRUCTED 9345 Model = ABSDILink_A5 9346 Animation = ABSDILink_A5.ABSDILink_A5 9347 AnimationMode = LOOP 9348 TransitionKey = UP_DAY 9349 End 9350 9351 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 9352 Model = ABSDILink_A5N 9353 Animation = ABSDILink_A5N.ABSDILink_A5N 9354 AnimationMode = LOOP 9355 TransitionKey = UP_NIGHT 9356 End 9357 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 9358 Model = ABSDILink_A5S 9359 Animation = ABSDILink_A5S.ABSDILink_A5S 9360 AnimationMode = LOOP 9361 TransitionKey = UP_SNOW 9362 End 9363 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 9364 Model = ABSDILink_A5SN 9365 Animation = ABSDILink_A5SN.ABSDILink_A5SN 9366 AnimationMode = LOOP 9367 TransitionKey = UP_SNOWNIGHT 9368 End 9369 TransitionState = DOWN_DEFAULT UP_DAY 9370 Model = ABSDILink_AB 9371 Animation = ABSDILink_AB.ABSDILink_AB 9372 AnimationMode = ONCE 9373 AnimationSpeedFactorRange = 1.0 1.0 9374 Flags = START_FRAME_FIRST 9375 End 9376 9377 TransitionState = DOWN_DEFAULT UP_NIGHT 9378 Model = ABSDILink_ABN 9379 Animation = ABSDILink_ABN.ABSDILink_ABN 9380 AnimationMode = ONCE 9381 AnimationSpeedFactorRange = 1.0 1.0 9382 Flags = START_FRAME_FIRST 9383 End 9384 TransitionState = DOWN_DEFAULT UP_SNOW 9385 Model = ABSDILink_ABS 9386 Animation = ABSDILink_ABS.ABSDILink_ABS 9387 AnimationMode = ONCE 9388 AnimationSpeedFactorRange = 1.0 1.0 9389 Flags = START_FRAME_FIRST 9390 End 9391 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9392 Model = ABSDILink_ABSN 9393 Animation = ABSDILink_ABSN.ABSDILink_ABSN 9394 AnimationMode = ONCE 9395 AnimationSpeedFactorRange = 1.0 1.0 9396 Flags = START_FRAME_FIRST 9397 End 9398 TransitionState = UP_DAY DOWN_DEFAULT 9399 Model = ABSDILink_AB 9400 Animation = ABSDILink_AB.ABSDILink_AB 9401 AnimationMode = ONCE_BACKWARDS 9402 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9403 Flags = START_FRAME_LAST 9404 End 9405 TransitionState = UP_NIGHT DOWN_DEFAULT 9406 Model = ABSDILink_ABN 9407 Animation = ABSDILink_ABN.ABSDILink_ABN 9408 AnimationMode = ONCE_BACKWARDS 9409 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9410 Flags = START_FRAME_LAST 9411 End 9412 TransitionState = UP_SNOW DOWN_DEFAULT 9413 Model = ABSDILink_ABS 9414 Animation = ABSDILink_ABS.ABSDILink_ABS 9415 AnimationMode = ONCE_BACKWARDS 9416 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9417 Flags = START_FRAME_LAST 9418 End 9419 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9420 Model = ABSDILink_ABSN 9421 Animation = ABSDILink_ABSN.ABSDILink_ABSN 9422 AnimationMode = ONCE_BACKWARDS 9423 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9424 Flags = START_FRAME_LAST 9425 End 9426 End 9427 9428 PlacementViewAngle = -45 9429 9430 ; ***DESIGN parameters *** 9431 DisplayName = OBJECT:ParticleCannon 9432 Side = AmericaSuperWeaponGeneral 9433 EditorSorting = STRUCTURE 9434 Prerequisites 9435 Object = SupW_AmericaStrategyCenter 9436 End 9437 BuildCost = 2500 9438 BuildTime = 60.0 ; in seconds 9439 EnergyProduction = -10 9440 VisionRange = 200.0 ; Shroud clearing distance 9441 ShroudClearingRange = 200 9442 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 9443 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 9444 ArmorSet 9445 Conditions = None 9446 Armor = StructureArmorTough 9447 DamageFX = StructureDamageFXNoShake 9448 End 9449 CommandSet = SupW_AmericaParticleUplinkCannonCommandSet 9450 ExperienceValue = 400 400 400 400 ; Experience point value at each level 9451 9452 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 9453 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 9454 9455 ; *** AUDIO Parameters *** 9456 VoiceSelect = ParticleCannonSelect 9457 SoundOnDamaged = BuildingDamagedStateLight 9458 SoundOnReallyDamaged = BuildingDestroy 9459 9460 UnitSpecificSounds 9461 UnderConstruction = UnderConstructionLoop 9462 End 9463 9464 ; *** ENGINEERING Parameters *** 9465 RadarPriority = STRUCTURE 9466 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 9467 Body = StructureBody ModuleTag_06 9468 MaxHealth = 4000.0 9469 InitialHealth = 4000.0 9470 9471 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9472 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9473 SubdualDamageCap = 4200 9474 SubdualDamageHealRate = 500 9475 SubdualDamageHealAmount = 100 9476 End 9477 Behavior = BaseRegenerateUpdate ModuleTag_07 9478 ;No data 9479 End 9480 9481 Behavior = SpecialPowerCreate ModuleTag_16 9482 ;nothing 9483 End 9484 Behavior = SpecialAbility ModuleTag_11 9485 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 9486 UpdateModuleStartsAttack = Yes 9487 End 9488 Behavior = ParticleUplinkCannonUpdate ModuleTag_12 9489 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 9490 9491 ;The values trigger the various pre-stages before being ready to actually fire. 9492 ;The total combined value of these determines the first sign of activity in the 9493 ;cannon. 9494 BeginChargeTime = 5000 ;The outer nodes begin to charge. 9495 RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed) 9496 ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire. 9497 9498 ;***NOTE -- these values effect gameplay***** 9499 TotalFiringTime = 10000 ;The total ground contact time of the beam 9500 9501 DamagePerSecond = 400 ;Amount of damage inflicted per second 9502 TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate 9503 WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking) 9504 BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish. 9505 DamageType = PARTICLE_BEAM ;Type of damage inflicted. 9506 DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too! 9507 RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death. 9508 ;******************************************** 9509 9510 ;Bone names for required elements 9511 OuterEffectBoneName = FX ;The base name for the outer node bones. 9512 OuterEffectNumBones = 5 ;The number of outer nodes. 9513 ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet. 9514 FireBoneName = FXMain ;The name of the bone where the main beam is fired from. 9515 9516 ;These are particle systems tied to the outer nodes in varying intensities. 9517 OuterNodesLightFlareParticleSystem = SupW_ParticleUplinkCannon_OuterNodeLightFlare 9518 OuterNodesMediumFlareParticleSystem = SupW_ParticleUplinkCannon_OuterNodeMediumFlare 9519 OuterNodesIntenseFlareParticleSystem = SupW_ParticleUplinkCannon_OuterNodeIntenseFlare 9520 9521 ;The connectors system connects each of the outer nodes to the central node that receives 9522 ;the lasers from outside. 9523 ConnectorMediumLaserName = SupW_ParticleUplinkCannon_MediumConnectorLaser 9524 ConnectorIntenseLaserName = SupW_ParticleUplinkCannon_IntenseConnectorLaser 9525 9526 ;Currently commented out -- These 9527 ;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare 9528 ;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare 9529 9530 ;This is the name of the bone on the building where the beam is fired from 9531 LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire 9532 ParticleBeamLaserName = SupW_ParticleUplinkCannon_OrbitalLaser 9533 GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called. 9534 9535 ;The flare fxlist that is played over and over during the beam firing process. Be 9536 ;mindful of the delay because that effects both art and sound. 9537 BeamLaunchFX = SupW_FX_ParticleUplinkCannon_BeamLaunchIteration 9538 DelayBetweenLaunchFX = 1000 9539 9540 ;Each scorch mark creates an object in the world, so while making more looks better 9541 ;it becomes a performance issue. The scalar will calculate the size of the scorch 9542 ;mark to make based on the current size of the beam (which changes dynamically). The 9543 ;number also matches the number of times the "GroundHitFX" is called. 9544 TotalScorchMarks = 20 9545 ScorchMarkScalar = 2.4 9546 9547 ;***NOTE -- these values effect gameplay*** 9548 ;The swath of death is the path the laser tracers centered on the targeted position. 9549 ;If the amplitude is zero, the line will go straight, with a higher value, it'll do 9550 ;a sine wave iteration, but always goes through the target point. 9551 SwathOfDeathDistance = 200.0 9552 SwathOfDeathAmplitude = 50.0 9553 9554 9555 ManualDrivingSpeed = 20 9556 ManualFastDrivingSpeed = 40 9557 DoubleClickToFastDriveDelay = 500 9558 9559 ;***SOUNDS!**** 9560 PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop 9561 UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop 9562 FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop 9563 GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop 9564 9565 ;The trail left behind creates an object that inflicts extra damage for a short period of time. 9566 DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant 9567 End 9568 9569 Behavior = FlammableUpdate ModuleTag_14 9570 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9571 AflameDamageAmount = 5 ; taking this much damage... 9572 AflameDamageDelay = 500 ; this often. 9573 End 9574 9575 Behavior = ProductionUpdate ModuleTag_15 9576 ; This is needed in order to get a public timer to work! 9577 End 9578 9579 Behavior = TransitionDamageFX ModuleTag_17 9580 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 9581 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9582 ;--------------------------------------------------------------------------------------- 9583 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9584 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 9585 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 9586 End 9587 9588 Behavior = SlowDeathBehavior ModuleTag_18 9589 ; don't run this death if we are under construction... 9590 ExemptStatus = UNDER_CONSTRUCTION 9591 DestructionDelay = 2000 9592 FX = INITIAL FX_ParticleUplinkDeathInitial 9593 OCL = INITIAL OCL_SDILinkLasers 9594 FX = FINAL FX_StructureMediumDeath 9595 OCL = FINAL OCL_ParticleUplinkDeathFinal 9596 End 9597 9598 Behavior = InstantDeathBehavior ModuleTag_19 9599 ; if we are under construction, use this death instead 9600 RequiredStatus = UNDER_CONSTRUCTION 9601 OCL = OCL_ABPowerPlantExplode 9602 FX = FX_StructureMediumDeath 9603 End 9604 9605 Geometry = BOX 9606 GeometryMajorRadius = 64.0 9607 GeometryMinorRadius = 38.0 9608 GeometryHeight = 38.0 9609 GeometryIsSmall = No 9610 Shadow = SHADOW_VOLUME 9611 BuildCompletion = PLACED_BY_PLAYER 9612 9613 End 9614 9615 9616 9617 9618 9619 9620 9621 ;------------------------------------------------------------------------------ 9622 9623 Object SupW_AmericaStrategyCenter 9624 9625 ; *** ART Parameters *** 9626 SelectPortrait = SAStrategyCenter_L 9627 ButtonImage = SAStrategyCenter 9628 Draw = W3DModelDraw ModuleTag_01 9629 OkToChangeModelColor = Yes 9630 9631 ; day *************************************************** 9632 ConditionState = NONE 9633 Model = ABStrategy 9634 Animation = ABStrategy.ABStrategy 9635 AnimationMode = LOOP 9636 End 9637 ConditionState = DAMAGED 9638 Model = ABStrategy_D 9639 Animation = ABStrategy_D.ABStrategy_D 9640 AnimationMode = LOOP 9641 End 9642 ConditionState = REALLYDAMAGED RUBBLE 9643 Model = ABStrategy_E 9644 Animation = ABStrategy_E.ABStrategy_E 9645 AnimationMode = LOOP 9646 End 9647 9648 ; SNOW *************************************************** 9649 ConditionState = SNOW 9650 Model = ABStrategy_S 9651 Animation = ABStrategy_S.ABStrategy_S 9652 AnimationMode = LOOP 9653 End 9654 ConditionState = DAMAGED SNOW 9655 Model = ABStrategy_DS 9656 Animation = ABStrategy_DS.ABStrategy_DS 9657 AnimationMode = LOOP 9658 End 9659 ConditionState = REALLYDAMAGED RUBBLE SNOW 9660 Model = ABStrategy_ES 9661 Animation = ABStrategy_ES.ABStrategy_ES 9662 AnimationMode = LOOP 9663 End 9664 9665 ; night ************************************************** 9666 ConditionState = NIGHT 9667 Model = ABStrategy_N 9668 Animation = ABStrategy_N.ABStrategy_N 9669 AnimationMode = ONCE_BACKWARDS 9670 Flags = START_FRAME_FIRST 9671 End 9672 ConditionState = NIGHT DAMAGED 9673 Model = ABStrategy_DN 9674 Animation = ABStrategy_DN.ABStrategy_DN 9675 AnimationMode = LOOP 9676 End 9677 ConditionState = NIGHT REALLYDAMAGED RUBBLE 9678 Model = ABStrategy_EN 9679 Animation = ABStrategy_EN.ABStrategy_EN 9680 AnimationMode = LOOP 9681 End 9682 9683 ; night Snow************************************************** 9684 ConditionState = NIGHT SNOW 9685 Model = ABStrategy_NS 9686 Animation = ABStrategy_NS.ABStrategy_NS 9687 AnimationMode = ONCE_BACKWARDS 9688 Flags = START_FRAME_FIRST 9689 End 9690 ConditionState = NIGHT DAMAGED SNOW 9691 Model = ABStrategy_DNS 9692 Animation = ABStrategy_DNS.ABStrategy_DNS 9693 AnimationMode = LOOP 9694 End 9695 ConditionState = NIGHT REALLYDAMAGED RUBBLE SNOW 9696 Model = ABStrategy_ENS 9697 Animation = ABStrategy_ENS.ABStrategy_ENS 9698 AnimationMode = LOOP 9699 End 9700 9701 ;************************************************************************************************************************** 9702 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9703 ;for this draw module 9704 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9705 Model = ABStrategy 9706 Animation = ABStrategy.ABStrategy 9707 AnimationMode = LOOP 9708 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9709 End 9710 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9711 Model = ABStrategy_D 9712 Animation = ABStrategy_D.ABStrategy_D 9713 AnimationMode = LOOP 9714 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9715 End 9716 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9717 Model = ABStrategy_E 9718 Animation = ABStrategy_E.ABStrategy_E 9719 AnimationMode = LOOP 9720 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9721 End 9722 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9723 Model = ABStrategy_N 9724 Animation = ABStrategy_N.ABStrategy_N 9725 AnimationMode = LOOP 9726 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9727 End 9728 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9729 Model = ABStrategy_DN 9730 Animation = ABStrategy_DN.ABStrategy_DN 9731 AnimationMode = LOOP 9732 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9733 End 9734 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9735 Model = ABStrategy_EN 9736 Animation = ABStrategy_EN.ABStrategy_EN 9737 AnimationMode = LOOP 9738 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9739 End 9740 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9741 Model = ABStrategy_S 9742 Animation = ABStrategy_S.ABStrategy_S 9743 AnimationMode = LOOP 9744 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9745 End 9746 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9747 Model = ABStrategy_DS 9748 Animation = ABStrategy_DS.ABStrategy_DS 9749 AnimationMode = LOOP 9750 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9751 End 9752 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9753 Model = ABStrategy_ES 9754 Animation = ABStrategy_ES.ABStrategy_ES 9755 AnimationMode = LOOP 9756 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9757 End 9758 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9759 Model = ABStrategy_NS 9760 Animation = ABStrategy_NS.ABStrategy_NS 9761 AnimationMode = LOOP 9762 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9763 End 9764 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9765 Model = ABStrategy_DNS 9766 Animation = ABStrategy_DNS.ABStrategy_DNS 9767 AnimationMode = LOOP 9768 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9769 End 9770 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9771 Model = ABStrategy_ENS 9772 Animation = ABStrategy_ENS.ABStrategy_ENS 9773 AnimationMode = LOOP 9774 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9775 End 9776 9777 ConditionState = AWAITING_CONSTRUCTION 9778 Model = NONE 9779 End 9780 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9781 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9782 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9783 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9784 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9785 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9786 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9787 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9788 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9789 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9790 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9791 AliasConditionState = SOLD 9792 AliasConditionState = SOLD DAMAGED 9793 AliasConditionState = SOLD REALLYDAMAGED 9794 AliasConditionState = SOLD NIGHT 9795 AliasConditionState = SOLD NIGHT DAMAGED 9796 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9797 AliasConditionState = SOLD SNOW 9798 AliasConditionState = SOLD SNOW DAMAGED 9799 AliasConditionState = SOLD SNOW REALLYDAMAGED 9800 AliasConditionState = SOLD NIGHT SNOW 9801 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9802 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9803 ;************************************************************************************************************************** 9804 9805 9806 End 9807 9808 ; ------------ construction-zone fence ----------------- 9809 Draw = W3DModelDraw ModuleTag_02 9810 AnimationsRequirePower = No 9811 OkToChangeModelColor = Yes 9812 DefaultConditionState 9813 Model = None 9814 TransitionKey = DOWN_DEFAULT 9815 End 9816 ConditionState = NIGHT 9817 Model = None 9818 TransitionKey = DOWN_DEFAULT 9819 End 9820 ConditionState = SNOW 9821 Model = None 9822 TransitionKey = DOWN_DEFAULT 9823 End 9824 ConditionState = SNOW NIGHT 9825 Model = None 9826 TransitionKey = DOWN_DEFAULT 9827 End 9828 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9829 Model = ABStrategy_A4 9830 Animation = ABStrategy_A4.ABStrategy_A4 9831 AnimationMode = MANUAL 9832 Flags = START_FRAME_LAST 9833 TransitionKey = UP_DAY 9834 ParticleSysBone = SparksS01 LiveWireSparks02 9835 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9836 End 9837 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9838 Model = ABStrategy_A4N 9839 Animation = ABStrategy_A4N.ABStrategy_A4N 9840 AnimationMode = MANUAL 9841 Flags = START_FRAME_LAST 9842 TransitionKey = UP_NIGHT 9843 ParticleSysBone = SparksS01 LiveWireSparks02 9844 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9845 End 9846 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9847 Model = ABStrategy_A4S 9848 Animation = ABStrategy_A4S.ABStrategy_A4S 9849 AnimationMode = MANUAL 9850 Flags = START_FRAME_LAST 9851 TransitionKey = UP_SNOW 9852 ParticleSysBone = SparksS01 LiveWireSparks02 9853 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9854 End 9855 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9856 Model = ABStrategy_A4SN 9857 Animation = ABStrategy_A4SN.ABStrategy_A4SN 9858 AnimationMode = MANUAL 9859 Flags = START_FRAME_LAST 9860 TransitionKey = UP_SNOWNIGHT 9861 ParticleSysBone = SparksS01 LiveWireSparks02 9862 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9863 End 9864 TransitionState = DOWN_DEFAULT UP_DAY 9865 Model = ABStrategy_A4 9866 Animation = ABStrategy_A4.ABStrategy_A4 9867 AnimationMode = ONCE 9868 AnimationSpeedFactorRange = 1.0 1.0 9869 Flags = START_FRAME_FIRST 9870 End 9871 TransitionState = DOWN_DEFAULT UP_NIGHT 9872 Model = ABStrategy_A4N 9873 Animation = ABStrategy_A4N.ABStrategy_A4N 9874 AnimationMode = ONCE 9875 AnimationSpeedFactorRange = 1.0 1.0 9876 Flags = START_FRAME_FIRST 9877 End 9878 TransitionState = DOWN_DEFAULT UP_SNOW 9879 Model = ABStrategy_A4S 9880 Animation = ABStrategy_A4S.ABStrategy_A4S 9881 AnimationMode = ONCE 9882 AnimationSpeedFactorRange = 1.0 1.0 9883 Flags = START_FRAME_FIRST 9884 End 9885 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9886 Model = ABStrategy_A4SN 9887 Animation = ABStrategy_A4SN.ABStrategy_A4SN 9888 AnimationMode = ONCE 9889 AnimationSpeedFactorRange = 1.0 1.0 9890 Flags = START_FRAME_FIRST 9891 End 9892 TransitionState = UP_DAY DOWN_DEFAULT 9893 Model = ABStrategy_A4 9894 Animation = ABStrategy_A4.ABStrategy_A4 9895 AnimationMode = ONCE_BACKWARDS 9896 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9897 Flags = START_FRAME_LAST 9898 End 9899 TransitionState = UP_NIGHT DOWN_DEFAULT 9900 Model = ABStrategy_A4N 9901 Animation = ABStrategy_A4N.ABStrategy_A4N 9902 AnimationMode = ONCE_BACKWARDS 9903 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9904 Flags = START_FRAME_LAST 9905 End 9906 TransitionState = UP_SNOW DOWN_DEFAULT 9907 Model = ABStrategy_A4S 9908 Animation = ABStrategy_A4S.ABStrategy_A4S 9909 AnimationMode = ONCE_BACKWARDS 9910 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9911 Flags = START_FRAME_LAST 9912 End 9913 9914 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9915 Model = ABStrategy_A4SN 9916 Animation = ABStrategy_A4SN.ABStrategy_A4SN 9917 AnimationMode = ONCE_BACKWARDS 9918 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9919 Flags = START_FRAME_LAST 9920 End 9921 End 9922 9923 ; ------------ under-construction scaffolding ----------------- 9924 Draw = W3DModelDraw ModuleTag_03 9925 AnimationsRequirePower = No 9926 MinLODRequired = MEDIUM 9927 OkToChangeModelColor = Yes 9928 9929 DefaultConditionState 9930 Model = None 9931 TransitionKey = DOWN_DEFAULT 9932 End 9933 ConditionState = NIGHT 9934 Model = None 9935 TransitionKey = DOWN_DEFAULT 9936 End 9937 ConditionState = SNOW 9938 Model = None 9939 TransitionKey = DOWN_DEFAULT 9940 End 9941 ConditionState = SNOW NIGHT 9942 Model = None 9943 TransitionKey = DOWN_DEFAULT 9944 End 9945 ConditionState = PARTIALLY_CONSTRUCTED 9946 Model = ABStrategy_A6 9947 Animation = ABStrategy_A6.ABStrategy_A6 9948 AnimationMode = MANUAL 9949 Flags = START_FRAME_LAST 9950 TransitionKey = UP_DAY 9951 ParticleSysBone = Sparks01 BuildUpBlueSpark 9952 ParticleSysBone = Sparks02 BuildUpBlueSpark 9953 ParticleSysBone = Sparks03 BuildUpBlueSpark 9954 ParticleSysBone = Sparks04 BuildUpBlueSpark 9955 ParticleSysBone = Sparks05 BuildUpBlueSpark 9956 ParticleSysBone = Sparks06 BuildUpBlueSpark 9957 End 9958 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9959 Model = ABStrategy_A6N 9960 Animation = ABStrategy_A6N.ABStrategy_A6N 9961 AnimationMode = MANUAL 9962 Flags = START_FRAME_LAST 9963 TransitionKey = UP_NIGHT 9964 ParticleSysBone = Sparks01 BuildUpBlueSpark 9965 ParticleSysBone = Sparks02 BuildUpBlueSpark 9966 ParticleSysBone = Sparks03 BuildUpBlueSpark 9967 ParticleSysBone = Sparks04 BuildUpBlueSpark 9968 ParticleSysBone = Sparks05 BuildUpBlueSpark 9969 ParticleSysBone = Sparks06 BuildUpBlueSpark 9970 End 9971 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9972 Model = ABStrategy_A6S 9973 Animation = ABStrategy_A6S.ABStrategy_A6S 9974 AnimationMode = MANUAL 9975 Flags = START_FRAME_LAST 9976 TransitionKey = UP_SNOW 9977 ParticleSysBone = Sparks01 BuildUpBlueSpark 9978 ParticleSysBone = Sparks02 BuildUpBlueSpark 9979 ParticleSysBone = Sparks03 BuildUpBlueSpark 9980 ParticleSysBone = Sparks04 BuildUpBlueSpark 9981 ParticleSysBone = Sparks05 BuildUpBlueSpark 9982 ParticleSysBone = Sparks06 BuildUpBlueSpark 9983 End 9984 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9985 Model = ABStrategy_A6SN 9986 Animation = ABStrategy_A6SN.ABStrategy_A6SN 9987 AnimationMode = MANUAL 9988 Flags = START_FRAME_LAST 9989 TransitionKey = UP_SNOWNIGHT 9990 ParticleSysBone = Sparks01 BuildUpBlueSpark 9991 ParticleSysBone = Sparks02 BuildUpBlueSpark 9992 ParticleSysBone = Sparks03 BuildUpBlueSpark 9993 ParticleSysBone = Sparks04 BuildUpBlueSpark 9994 ParticleSysBone = Sparks05 BuildUpBlueSpark 9995 ParticleSysBone = Sparks06 BuildUpBlueSpark 9996 End 9997 TransitionState = DOWN_DEFAULT UP_DAY 9998 Model = ABStrategy_A6 9999 Animation = ABStrategy_A6.ABStrategy_A6 10000 AnimationMode = ONCE 10001 AnimationSpeedFactorRange = 1.0 1.0 10002 Flags = START_FRAME_FIRST 10003 End 10004 TransitionState = DOWN_DEFAULT UP_NIGHT 10005 Model = ABStrategy_A6N 10006 Animation = ABStrategy_A6N.ABStrategy_A6N 10007 AnimationMode = ONCE 10008 AnimationSpeedFactorRange = 1.0 1.0 10009 Flags = START_FRAME_FIRST 10010 End 10011 TransitionState = DOWN_DEFAULT UP_SNOW 10012 Model = ABStrategy_A6S 10013 Animation = ABStrategy_A6S.ABStrategy_A6S 10014 AnimationMode = ONCE 10015 AnimationSpeedFactorRange = 1.0 1.0 10016 Flags = START_FRAME_FIRST 10017 End 10018 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10019 Model = ABStrategy_A6SN 10020 Animation = ABStrategy_A6SN.ABStrategy_A6SN 10021 AnimationMode = ONCE 10022 AnimationSpeedFactorRange = 1.0 1.0 10023 Flags = START_FRAME_FIRST 10024 End 10025 TransitionState = UP_DAY DOWN_DEFAULT 10026 Model = ABStrategy_A6 10027 Animation = ABStrategy_A6.ABStrategy_A6 10028 AnimationMode = ONCE_BACKWARDS 10029 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10030 Flags = START_FRAME_LAST 10031 End 10032 TransitionState = UP_NIGHT DOWN_DEFAULT 10033 Model = ABStrategy_A6N 10034 Animation = ABStrategy_A6N.ABStrategy_A6N 10035 AnimationMode = ONCE_BACKWARDS 10036 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10037 Flags = START_FRAME_LAST 10038 End 10039 TransitionState = UP_SNOW DOWN_DEFAULT 10040 Model = ABStrategy_A6S 10041 Animation = ABStrategy_A6S.ABStrategy_A6S 10042 AnimationMode = ONCE_BACKWARDS 10043 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10044 Flags = START_FRAME_LAST 10045 End 10046 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10047 Model = ABStrategy_A6SN 10048 Animation = ABStrategy_A6SN.ABStrategy_A6SN 10049 AnimationMode = ONCE_BACKWARDS 10050 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10051 Flags = START_FRAME_LAST 10052 End 10053 End 10054 10055 ; ------------ being-constructed crane ----------------- 10056 Draw = W3DModelDraw ModuleTag_04 10057 AnimationsRequirePower = No 10058 DefaultConditionState 10059 Model = None 10060 TransitionKey = DOWN_DEFAULT 10061 End 10062 ConditionState = NIGHT 10063 Model = None 10064 TransitionKey = DOWN_DEFAULT 10065 End 10066 ConditionState = SNOW 10067 Model = None 10068 TransitionKey = DOWN_DEFAULT 10069 End 10070 ConditionState = SNOW NIGHT 10071 10072 Model = None 10073 TransitionKey = DOWN_DEFAULT 10074 End 10075 ConditionState = SOLD 10076 Model = NONE 10077 End 10078 10079 ConditionState = ACTIVELY_BEING_CONSTRUCTED 10080 Model = ABStrategy_A5 10081 Animation = ABStrategy_A5.ABStrategy_A5 10082 AnimationMode = LOOP 10083 TransitionKey = UP_DAY 10084 End 10085 10086 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 10087 Model = ABStrategy_A5N 10088 Animation = ABStrategy_A5N.ABStrategy_A5N 10089 AnimationMode = LOOP 10090 TransitionKey = UP_NIGHT 10091 End 10092 10093 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 10094 Model = ABStrategy_A5S 10095 Animation = ABStrategy_A5S.ABStrategy_A5S 10096 AnimationMode = LOOP 10097 TransitionKey = UP_SNOW 10098 End 10099 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 10100 Model = ABStrategy_A5SN 10101 Animation = ABStrategy_A5SN.ABStrategy_A5SN 10102 AnimationMode = LOOP 10103 TransitionKey = UP_SNOWNIGHT 10104 End 10105 TransitionState = DOWN_DEFAULT UP_DAY 10106 Model = ABStrategy_AB 10107 Animation = ABStrategy_AB.ABStrategy_AB 10108 AnimationMode = ONCE 10109 AnimationSpeedFactorRange = 1.0 1.0 10110 Flags = START_FRAME_FIRST 10111 End 10112 10113 TransitionState = DOWN_DEFAULT UP_NIGHT 10114 Model = ABStrategy_ABN 10115 Animation = ABStrategy_ABN.ABStrategy_ABN 10116 AnimationMode = ONCE 10117 AnimationSpeedFactorRange = 1.0 1.0 10118 Flags = START_FRAME_FIRST 10119 End 10120 TransitionState = DOWN_DEFAULT UP_SNOW 10121 Model = ABStrategy_ABS 10122 Animation = ABStrategy_ABS.ABStrategy_ABS 10123 AnimationMode = ONCE 10124 AnimationSpeedFactorRange = 1.0 1.0 10125 Flags = START_FRAME_FIRST 10126 End 10127 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10128 Model = ABStrategy_ABSN 10129 Animation = ABStrategy_ABSN.ABStrategy_ABSN 10130 AnimationMode = ONCE 10131 AnimationSpeedFactorRange = 1.0 1.0 10132 Flags = START_FRAME_FIRST 10133 End 10134 TransitionState = UP_DAY DOWN_DEFAULT 10135 Model = ABStrategy_AB 10136 Animation = ABStrategy_AB.ABStrategy_AB 10137 AnimationMode = ONCE_BACKWARDS 10138 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10139 Flags = START_FRAME_LAST 10140 End 10141 TransitionState = UP_NIGHT DOWN_DEFAULT 10142 Model = ABStrategy_ABN 10143 Animation = ABStrategy_ABN.ABStrategy_ABN 10144 AnimationMode = ONCE_BACKWARDS 10145 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10146 Flags = START_FRAME_LAST 10147 End 10148 TransitionState = UP_SNOW DOWN_DEFAULT 10149 Model = ABStrategy_ABS 10150 Animation = ABStrategy_ABS.ABStrategy_ABS 10151 AnimationMode = ONCE_BACKWARDS 10152 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10153 Flags = START_FRAME_LAST 10154 End 10155 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10156 Model = ABStrategy_ABSN 10157 Animation = ABStrategy_ABSN.ABStrategy_ABSN 10158 AnimationMode = ONCE_BACKWARDS 10159 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10160 Flags = START_FRAME_LAST 10161 End 10162 End 10163 10164 ; ------------ BOMBARDMENT BATTLE PLAN ----------------- 10165 Draw = W3DModelDraw ModuleTag_05 10166 OkToChangeModelColor = Yes 10167 DefaultConditionState 10168 Model = ABStrategy_A1 10169 Animation = ABStrategy_A1.ABStrategy_A1 10170 AnimationMode = ONCE_BACKWARDS 10171 Flags = START_FRAME_FIRST 10172 End 10173 AliasConditionState = DAMAGED 10174 AliasConditionState = REALLYDAMAGED 10175 AliasConditionState = NIGHT 10176 AliasConditionState = NIGHT SNOW 10177 AliasConditionState = SNOW 10178 AliasConditionState = NIGHT DAMAGED 10179 AliasConditionState = NIGHT SNOW DAMAGED 10180 AliasConditionState = SNOW DAMAGED 10181 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10182 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10183 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10184 10185 ConditionState = DOOR_1_OPENING 10186 Model = ABStrategy_A1 10187 Animation = ABStrategy_A1.ABStrategy_A1 10188 AnimationMode = ONCE 10189 End 10190 AliasConditionState = DAMAGED DOOR_1_OPENING 10191 AliasConditionState = REALLYDAMAGED DOOR_1_OPENING 10192 AliasConditionState = NIGHT DOOR_1_OPENING 10193 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 10194 AliasConditionState = SNOW DOOR_1_OPENING 10195 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 10196 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 10197 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 10198 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 10199 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 10200 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 10201 10202 ConditionState = DOOR_1_CLOSING 10203 Model = ABStrategy_A1 10204 Animation = ABStrategy_A1.ABStrategy_A1 10205 AnimationMode = ONCE_BACKWARDS 10206 Flags = START_FRAME_LAST 10207 End 10208 AliasConditionState = DAMAGED DOOR_1_CLOSING 10209 AliasConditionState = REALLYDAMAGED DOOR_1_CLOSING 10210 AliasConditionState = NIGHT DOOR_1_CLOSING 10211 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 10212 AliasConditionState = SNOW DOOR_1_CLOSING 10213 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 10214 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 10215 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 10216 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 10217 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 10218 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 10219 10220 ConditionState = DOOR_1_WAITING_TO_CLOSE 10221 Model = NONE 10222 End 10223 AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE 10224 AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10225 AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE 10226 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 10227 AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE 10228 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 10229 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 10230 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 10231 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 10232 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 10233 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 10234 10235 10236 ;************************************************************************************************************************** 10237 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10238 ;for this draw module 10239 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10240 Model = ABStrategy_A1 10241 Animation = ABStrategy_A1.ABStrategy_A1 10242 AnimationMode = MANUAL 10243 Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10244 End 10245 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10246 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10247 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10248 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10249 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 10250 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 10251 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 10252 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10253 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 10254 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 10255 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 10256 10257 ConditionState = AWAITING_CONSTRUCTION 10258 Model = NONE 10259 End 10260 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10261 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10262 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10263 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10264 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10265 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10266 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10267 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10268 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10269 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10270 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10271 AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE 10272 AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE 10273 AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10274 AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE 10275 AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 10276 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10277 AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE 10278 AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 10279 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10280 AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 10281 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 10282 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10283 ;************************************************************************************************************************** 10284 10285 10286 End 10287 10288 Draw = W3DModelDraw ModuleTag_06 10289 ;***This is the bombardment cannon object that only shows up when ready to fire*** 10290 OkToChangeModelColor = Yes 10291 DefaultConditionState 10292 Model = ABStrategy_A8 10293 WeaponLaunchBone = PRIMARY Muzzle 10294 WeaponMuzzleFlash = PRIMARY MuzzleFX 10295 WeaponRecoilBone = PRIMARY Barrel 10296 Turret = Turret01 10297 TurretPitch = TurretEL 10298 HideSubObject = Chassis 10299 End 10300 AliasConditionState = DAMAGED 10301 AliasConditionState = REALLYDAMAGED 10302 AliasConditionState = NIGHT 10303 AliasConditionState = NIGHT SNOW 10304 AliasConditionState = SNOW 10305 AliasConditionState = NIGHT DAMAGED 10306 AliasConditionState = NIGHT SNOW DAMAGED 10307 AliasConditionState = SNOW DAMAGED 10308 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10309 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10310 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10311 10312 ConditionState = DOOR_1_WAITING_TO_CLOSE 10313 Model = ABStrategy_A8 10314 ShowSubObject = Chassis 10315 End 10316 AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE 10317 AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10318 AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE 10319 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 10320 AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE 10321 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 10322 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 10323 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 10324 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 10325 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 10326 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 10327 10328 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10329 Model = ABStrategy_A8 10330 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10331 End 10332 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10333 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10334 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10335 10336 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10337 Model = ABStrategy_A8 10338 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10339 End 10340 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 10341 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 10342 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 10343 10344 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 10345 Model = ABStrategy_A8 10346 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10347 End 10348 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT 10349 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW 10350 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW 10351 10352 10353 10354 10355 ConditionState = AWAITING_CONSTRUCTION 10356 Model = NONE 10357 End 10358 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10359 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10360 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10361 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10362 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10363 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10364 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10365 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10366 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10367 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10368 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10369 AliasConditionState = SOLD 10370 AliasConditionState = SOLD DAMAGED 10371 AliasConditionState = SOLD REALLYDAMAGED 10372 AliasConditionState = SOLD NIGHT 10373 AliasConditionState = SOLD NIGHT DAMAGED 10374 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10375 AliasConditionState = SOLD SNOW 10376 AliasConditionState = SOLD SNOW DAMAGED 10377 AliasConditionState = SOLD SNOW REALLYDAMAGED 10378 AliasConditionState = SOLD NIGHT SNOW 10379 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10380 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10381 AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE 10382 AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE 10383 AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10384 AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE 10385 AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 10386 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10387 AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE 10388 AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 10389 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10390 AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 10391 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 10392 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10393 10394 10395 End 10396 10397 ; ------------ HOLD THE LINE BATTLE PLAN ----------------- 10398 Draw = W3DModelDraw ModuleTag_07 10399 OkToChangeModelColor = Yes 10400 DefaultConditionState 10401 Model = ABStrategy_A7 10402 Animation = ABStrategy_A7.ABStrategy_A7 10403 AnimationMode = ONCE_BACKWARDS 10404 Flags = START_FRAME_FIRST 10405 End 10406 AliasConditionState = DAMAGED 10407 AliasConditionState = REALLYDAMAGED 10408 AliasConditionState = NIGHT 10409 AliasConditionState = NIGHT SNOW 10410 AliasConditionState = SNOW 10411 AliasConditionState = NIGHT DAMAGED 10412 AliasConditionState = NIGHT SNOW DAMAGED 10413 AliasConditionState = SNOW DAMAGED 10414 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10415 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10416 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10417 10418 ConditionState = DOOR_2_OPENING 10419 Model = ABStrategy_A7 10420 Animation = ABStrategy_A7.ABStrategy_A7 10421 AnimationMode = ONCE 10422 End 10423 AliasConditionState = DAMAGED DOOR_2_OPENING 10424 AliasConditionState = REALLYDAMAGED DOOR_2_OPENING 10425 AliasConditionState = NIGHT DOOR_2_OPENING 10426 AliasConditionState = NIGHT SNOW DOOR_2_OPENING 10427 AliasConditionState = SNOW DOOR_2_OPENING 10428 AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING 10429 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING 10430 AliasConditionState = SNOW DAMAGED DOOR_2_OPENING 10431 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING 10432 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 10433 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 10434 10435 ConditionState = DOOR_2_CLOSING 10436 Model = ABStrategy_A7 10437 Animation = ABStrategy_A7.ABStrategy_A7 10438 AnimationMode = ONCE_BACKWARDS 10439 Flags = START_FRAME_LAST 10440 End 10441 AliasConditionState = DAMAGED DOOR_2_CLOSING 10442 AliasConditionState = REALLYDAMAGED DOOR_2_CLOSING 10443 AliasConditionState = NIGHT DOOR_2_CLOSING 10444 AliasConditionState = NIGHT SNOW DOOR_2_CLOSING 10445 AliasConditionState = SNOW DOOR_2_CLOSING 10446 AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING 10447 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING 10448 AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING 10449 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING 10450 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 10451 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 10452 10453 ConditionState = DOOR_2_WAITING_TO_CLOSE 10454 Model = ABStrategy_A7 10455 Animation = ABStrategy_A7.ABStrategy_A7 10456 AnimationMode = ONCE 10457 Flags = START_FRAME_LAST 10458 End 10459 AliasConditionState = DAMAGED DOOR_2_WAITING_TO_CLOSE 10460 AliasConditionState = REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 10461 AliasConditionState = NIGHT DOOR_2_WAITING_TO_CLOSE 10462 AliasConditionState = NIGHT SNOW DOOR_2_WAITING_TO_CLOSE 10463 AliasConditionState = SNOW DOOR_2_WAITING_TO_CLOSE 10464 AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE 10465 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 10466 AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 10467 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 10468 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 10469 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 10470 10471 ;************************************************************************************************************************** 10472 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10473 ;for this draw module 10474 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10475 Model = ABStrategy_A7 10476 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10477 End 10478 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10479 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10480 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10481 10482 ConditionState = AWAITING_CONSTRUCTION 10483 Model = NONE 10484 End 10485 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10486 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10487 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10488 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10489 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10490 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10491 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10492 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10493 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10494 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10495 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10496 AliasConditionState = SOLD 10497 AliasConditionState = SOLD DAMAGED 10498 AliasConditionState = SOLD REALLYDAMAGED 10499 AliasConditionState = SOLD NIGHT 10500 AliasConditionState = SOLD NIGHT DAMAGED 10501 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10502 AliasConditionState = SOLD SNOW 10503 AliasConditionState = SOLD SNOW DAMAGED 10504 AliasConditionState = SOLD SNOW REALLYDAMAGED 10505 AliasConditionState = SOLD NIGHT SNOW 10506 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10507 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10508 AliasConditionState = SOLD DOOR_2_WAITING_TO_CLOSE 10509 AliasConditionState = SOLD DAMAGED DOOR_2_WAITING_TO_CLOSE 10510 AliasConditionState = SOLD REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 10511 AliasConditionState = SOLD NIGHT DOOR_2_WAITING_TO_CLOSE 10512 AliasConditionState = SOLD NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE 10513 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 10514 AliasConditionState = SOLD SNOW DOOR_2_WAITING_TO_CLOSE 10515 AliasConditionState = SOLD SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 10516 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 10517 AliasConditionState = SOLD NIGHT SNOW DOOR_2_WAITING_TO_CLOSE 10518 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 10519 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 10520 ;************************************************************************************************************************** 10521 End 10522 10523 ; ------------ SEARCH AND DESTROY BATTLE PLAN ----------------- 10524 Draw = W3DModelDraw ModuleTag_08 10525 OkToChangeModelColor = Yes 10526 DefaultConditionState 10527 Model = ABStrategy_A2 10528 Animation = ABStrategy_A2.ABStrategy_A2 10529 AnimationMode = ONCE_BACKWARDS 10530 Flags = START_FRAME_FIRST 10531 End 10532 AliasConditionState = DAMAGED 10533 AliasConditionState = REALLYDAMAGED 10534 AliasConditionState = NIGHT 10535 AliasConditionState = NIGHT SNOW 10536 AliasConditionState = SNOW 10537 AliasConditionState = NIGHT DAMAGED 10538 AliasConditionState = NIGHT SNOW DAMAGED 10539 AliasConditionState = SNOW DAMAGED 10540 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10541 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10542 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10543 10544 ConditionState = DOOR_3_OPENING 10545 Model = ABStrategy_A2 10546 Animation = ABStrategy_A2.ABStrategy_A2 10547 AnimationMode = ONCE 10548 End 10549 AliasConditionState = DAMAGED DOOR_3_OPENING 10550 AliasConditionState = REALLYDAMAGED DOOR_3_OPENING 10551 AliasConditionState = NIGHT DOOR_3_OPENING 10552 AliasConditionState = NIGHT SNOW DOOR_3_OPENING 10553 AliasConditionState = SNOW DOOR_3_OPENING 10554 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 10555 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING 10556 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 10557 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 10558 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 10559 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 10560 10561 ConditionState = DOOR_3_CLOSING 10562 Model = ABStrategy_A2 10563 Animation = ABStrategy_A2.ABStrategy_A2 10564 AnimationMode = ONCE_BACKWARDS 10565 Flags = START_FRAME_LAST 10566 End 10567 AliasConditionState = DAMAGED DOOR_3_CLOSING 10568 AliasConditionState = REALLYDAMAGED DOOR_3_CLOSING 10569 AliasConditionState = NIGHT DOOR_3_CLOSING 10570 AliasConditionState = NIGHT SNOW DOOR_3_CLOSING 10571 AliasConditionState = SNOW DOOR_3_CLOSING 10572 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 10573 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING 10574 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 10575 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 10576 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 10577 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 10578 10579 ConditionState = DOOR_3_WAITING_TO_CLOSE 10580 Model = NONE 10581 End 10582 AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE 10583 AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 10584 AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE 10585 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 10586 AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE 10587 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 10588 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 10589 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 10590 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 10591 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 10592 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 10593 10594 10595 ;************************************************************************************************************************** 10596 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10597 ;for this draw module 10598 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10599 Model = ABStrategy_A2 10600 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10601 End 10602 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10603 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10604 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10605 10606 ConditionState = AWAITING_CONSTRUCTION 10607 Model = NONE 10608 End 10609 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10610 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10611 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10612 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10613 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10614 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10615 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10616 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10617 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10618 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10619 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10620 AliasConditionState = SOLD 10621 AliasConditionState = SOLD DAMAGED 10622 AliasConditionState = SOLD REALLYDAMAGED 10623 AliasConditionState = SOLD NIGHT 10624 AliasConditionState = SOLD NIGHT DAMAGED 10625 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10626 AliasConditionState = SOLD SNOW 10627 AliasConditionState = SOLD SNOW DAMAGED 10628 AliasConditionState = SOLD SNOW REALLYDAMAGED 10629 AliasConditionState = SOLD NIGHT SNOW 10630 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10631 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10632 AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE 10633 AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE 10634 AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 10635 AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE 10636 AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 10637 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 10638 AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE 10639 AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 10640 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 10641 AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 10642 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 10643 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 10644 ;************************************************************************************************************************** 10645 10646 10647 End 10648 Draw = W3DModelDraw ModuleTag_09 10649 ;***This is the radar array that only shows up when plan is active*** 10650 OkToChangeModelColor = Yes 10651 DefaultConditionState 10652 Model = NONE 10653 End 10654 AliasConditionState = DAMAGED 10655 AliasConditionState = REALLYDAMAGED 10656 AliasConditionState = NIGHT 10657 AliasConditionState = NIGHT SNOW 10658 AliasConditionState = SNOW 10659 AliasConditionState = NIGHT DAMAGED 10660 AliasConditionState = NIGHT SNOW DAMAGED 10661 AliasConditionState = SNOW DAMAGED 10662 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10663 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10664 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10665 10666 ConditionState = DOOR_3_WAITING_TO_CLOSE 10667 Model = ABStrategy_A3 10668 Animation = ABStrategy_A3.ABStrategy_A3 10669 AnimationMode = LOOP 10670 End 10671 AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE 10672 AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 10673 AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE 10674 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 10675 AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE 10676 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 10677 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 10678 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 10679 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 10680 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 10681 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 10682 10683 ConditionState = AWAITING_CONSTRUCTION 10684 Model = NONE 10685 End 10686 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10687 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10688 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10689 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10690 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10691 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10692 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10693 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10694 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10695 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10696 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10697 AliasConditionState = SOLD 10698 AliasConditionState = SOLD DAMAGED 10699 AliasConditionState = SOLD REALLYDAMAGED 10700 AliasConditionState = SOLD NIGHT 10701 AliasConditionState = SOLD NIGHT DAMAGED 10702 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10703 AliasConditionState = SOLD SNOW 10704 AliasConditionState = SOLD SNOW DAMAGED 10705 AliasConditionState = SOLD SNOW REALLYDAMAGED 10706 AliasConditionState = SOLD NIGHT SNOW 10707 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10708 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10709 AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE 10710 AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE 10711 AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 10712 AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE 10713 AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 10714 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 10715 AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE 10716 AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 10717 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 10718 AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 10719 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 10720 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 10721 10722 End 10723 10724 PlacementViewAngle = -45 10725 10726 ; ***DESIGN parameters *** 10727 DisplayName = OBJECT:StrategyCenter 10728 Side = AmericaSuperWeaponGeneral 10729 EditorSorting = STRUCTURE 10730 Prerequisites 10731 Object = SupW_AmericaWarFactory SupW_AmericaAirfield 10732 End 10733 CommandSet = SupW_AmericaStrategyCenterCommandSet 10734 BuildCost = 2500 10735 BuildTime = 60.0 ; in seconds 10736 EnergyProduction = -2 10737 VisionRange = 400.0 ; Shroud clearing distance 10738 10739 MaxSimultaneousOfType = 1 10740 10741 ShroudClearingRange = 400 10742 WeaponSet 10743 Conditions = None 10744 Weapon = PRIMARY StrategyCenterGun 10745 AutoChooseSources = PRIMARY NONE 10746 End 10747 ArmorSet 10748 Conditions = None 10749 Armor = StructureArmor 10750 DamageFX = StructureDamageFXNoShake 10751 End 10752 ExperienceValue = 250 250 250 250 ; Experience point value at each level 10753 10754 ; *** AUDIO Parameters *** 10755 VoiceSelect = StrategyCenterSelect 10756 SoundOnDamaged = BuildingDamagedStateLight 10757 SoundOnReallyDamaged = BuildingDestroy 10758 10759 UnitSpecificSounds 10760 UnderConstruction = UnderConstructionLoop 10761 End 10762 10763 UnitSpecificSounds 10764 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 10765 TurretMoveStart = NoSound 10766 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit. (mp) StrategyCenter_TurretMoveLoop 10767 End 10768 10769 ; *** ENGINEERING Parameters *** 10770 RadarPriority = STRUCTURE 10771 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_STRATEGY_CENTER FS_ADVANCED_TECH 10772 Body = StructureBody ModuleTag_10 10773 MaxHealth = 1500.0 10774 InitialHealth = 1500.0 10775 10776 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10777 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10778 SubdualDamageCap = 1700 10779 SubdualDamageHealRate = 500 10780 SubdualDamageHealAmount = 100 10781 End 10782 Behavior = ProductionUpdate ModuleTag_11 10783 ; nothing 10784 End 10785 Behavior = BaseRegenerateUpdate ModuleTag_12 10786 ;No data 10787 End 10788 10789 Behavior = SpecialAbility ModuleTag_13 10790 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans 10791 UpdateModuleStartsAttack = Yes 10792 End 10793 Behavior = BattlePlanUpdate ModuleTag_14 10794 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans 10795 10796 ;Transition Timings 10797 BombardmentPlanAnimationTime = 7000 10798 HoldTheLinePlanAnimationTime = 7000 10799 SearchAndDestroyPlanAnimationTime = 7000 10800 TransitionIdleTime = 0 10801 10802 ;Messages 10803 BombardmentMessageLabel = MESSAGE:BattlePlanBombardmentInitiated 10804 HoldTheLineMessageLabel = MESSAGE:BattlePlanHoldTheLineInitiated 10805 SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated 10806 10807 ;Audio hooks 10808 BombardmentPlanUnpackSoundName = StrategyCenter_BombardmentPlanUnpackSound 10809 BombardmentPlanPackSoundName = StrategyCenter_BombardmentPlanPackSound 10810 BombardmentAnnouncementName = StrategyCenter_BombardmentPlanAnnouncement 10811 SearchAndDestroyPlanUnpackSoundName = StrategyCenter_SearchAndDestroyPlanUnpack 10812 SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop 10813 SearchAndDestroyPlanPackSoundName = StrategyCenter_SearchAndDestroyPlanPack 10814 SearchAndDestroyAnnouncementName = StrategyCenter_SearchAndDestroyAnnouncement 10815 HoldTheLinePlanUnpackSoundName = StrategyCenter_HoldTheLinePlanUnpack 10816 HoldTheLinePlanPackSoundName = StrategyCenter_HoldTheLinePlanPack 10817 HoldTheLineAnnouncementName = StrategyCenter_HoldTheLineAnnouncement 10818 10819 ;Army bonuses granted by different battle plans 10820 ValidMemberKindOf = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these... 10821 InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT DRONE ;...but make sure they don't have any of these 10822 BattlePlanChangeParalyzeTime = 5000 ;Subjected to paralyzation whenever a battle plan is changed. 10823 HoldTheLinePlanArmorDamageScalar = 0.9 ;Armor damage bonus scalar -- LESS is better! 10824 SearchAndDestroyPlanSightRangeScalar = 1.2 ;Sight range bonus -- more is better! 10825 ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file! 10826 10827 ;Building bonuses granted based on battle plan mode. 10828 StrategyCenterSearchAndDestroySightRangeScalar = 2.0 10829 StrategyCenterSearchAndDestroyDetectsStealth = Yes 10830 StrategyCenterHoldTheLineMaxHealthScalar = 2.0 10831 StrategyCenterHoldTheLineMaxHealthChangeType = PRESERVE_RATIO 10832 10833 ;Revealing info 10834 ;VisionObjectName = VisionObject 10835 10836 End 10837 10838 Behavior = AIUpdateInterface ModuleTag_15 10839 Turret 10840 ControlledWeaponSlots = PRIMARY 10841 TurretTurnRate = 60 // turn rate, in degrees per sec 10842 TurretPitchRate = 60 10843 AllowsPitch = Yes 10844 FiresWhileTurning = Yes 10845 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 10846 ; since you never know from whence cometh danger 10847 NaturalTurretAngle = -90 ; this turret points backwards normally 10848 10849 FirePitch = 45 ; Instead of aiming pitchwise at the target, it will aim here 10850 MinIdleScanInterval = 500 ; in milliseconds 10851 MaxIdleScanInterval = 1000 ; in milliseconds 10852 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 10853 MaxIdleScanAngle = 60 ; in degrees off the natural turret angle 10854 End 10855 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 10856 End 10857 10858 Behavior = StealthDetectorUpdate ModuleTag_16 10859 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 10860 InitiallyDisabled = Yes ; only will be active when search & destroy plan active. 10861 DetectionRange = 500 ;Dustin, enable this for independant balancing! 10862 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 10863 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 10864 End 10865 10866 Behavior = SpyVisionSpecialPower SpyTag_1 10867 SpecialPowerTemplate = SuperweaponCIAIntelligence 10868 BaseDuration = 30000 ;in milliseconds 10869 BonusDurationPerCaptured = 10000 ;in milliseconds 10870 MaxDuration = 240000 ;in milliseconds 10871 End 10872 Behavior = SpyVisionUpdate SpyTag_2 10873 ;<NO DATA> 10874 End 10875 10876 Behavior = DestroyDie ModuleTag_17 10877 ;nothing 10878 End 10879 Behavior = CreateObjectDie ModuleTag_18 10880 CreationList = OCL_ABPowerPlantExplode 10881 End 10882 Behavior = CreateObjectDie ModuleTag_19 10883 CreationList = SupW_OCL_AmericanRangerDebris04 10884 ExemptStatus = UNDER_CONSTRUCTION 10885 End 10886 Behavior = FXListDie ModuleTag_20 10887 DeathFX = FX_StructureMediumDeath 10888 End 10889 10890 Behavior = FlammableUpdate ModuleTag_22 10891 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10892 AflameDamageAmount = 5 ; taking this much damage... 10893 AflameDamageDelay = 500 ; this often. 10894 End 10895 10896 Behavior = TransitionDamageFX ModuleTag_23 10897 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 10898 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10899 ;--------------------------------------------------------------------------------------- 10900 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10901 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 10902 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 10903 End 10904 10905 10906 Geometry = BOX 10907 GeometryMajorRadius = 62.0 10908 GeometryMinorRadius = 44.0 10909 GeometryHeight = 24.0 10910 GeometryIsSmall = No 10911 Shadow = SHADOW_VOLUME 10912 BuildCompletion = PLACED_BY_PLAYER 10913 10914 End 10915 10916 ;------------------------------------------------------------------------------ 10917 10918 Object SupW_AmericaAirfield 10919 10920 ; *** ART Parameters *** 10921 SelectPortrait = SAACommand_L 10922 ButtonImage = SAACommand 10923 Draw = W3DModelDraw ModuleTag_01 10924 10925 ExtraPublicBone = Runway1Parking1 10926 ExtraPublicBone = Runway1Parking2 10927 ExtraPublicBone = Runway2Parking1 10928 ExtraPublicBone = Runway2Parking2 10929 ExtraPublicBone = Runway1Park1Han 10930 ExtraPublicBone = Runway1Park2Han 10931 ExtraPublicBone = Runway2Park1Han 10932 ExtraPublicBone = Runway2Park2Han 10933 ExtraPublicBone = Runway1Prep1 10934 ExtraPublicBone = Runway1Prep2 10935 ExtraPublicBone = Runway2Prep1 10936 ExtraPublicBone = Runway2Prep2 10937 ExtraPublicBone = RunwayStart1 10938 ExtraPublicBone = RunwayStart2 10939 ExtraPublicBone = RunwayEnd1 10940 ExtraPublicBone = RunwayEnd2 10941 ExtraPublicBone = HeliPark01 10942 10943 OkToChangeModelColor = Yes 10944 10945 ; day ******************************************** 10946 DefaultConditionState 10947 Model = ABArFrcCmd 10948 Animation = ABArFrcCmd.ABArFrcCmd 10949 AnimationMode = LOOP 10950 End 10951 ConditionState = DAMAGED 10952 Model = ABArFrcCmd_D 10953 Animation = ABArFrcCmd_D.ABArFrcCmd_D 10954 AnimationMode = LOOP 10955 ParticleSysBone = Smoke01 SmolderingSmoke 10956 ParticleSysBone = Smoke02 SmolderingSmoke 10957 ParticleSysBone = Smoke03 SmolderingSmoke 10958 ParticleSysBone = Fire01 SmolderingFire 10959 End 10960 ConditionState = REALLYDAMAGED RUBBLE 10961 Model = ABArFrcCmd_E 10962 Animation = ABArFrcCmd_E.ABArFrcCmd_E 10963 AnimationMode = LOOP 10964 ParticleSysBone = Smoke01 SmolderingSmoke 10965 ParticleSysBone = Smoke02 SmolderingSmoke 10966 ParticleSysBone = Smoke03 SmolderingSmoke 10967 ParticleSysBone = Smoke04 SmolderingSmoke 10968 ParticleSysBone = Smoke05 SmokeFactionLarge 10969 ParticleSysBone = Smoke06 SmokeFactionLarge 10970 ParticleSysBone = Fire01 SmolderingFire 10971 ParticleSysBone = Fire02 SmolderingFire 10972 ParticleSysBone = Fire03 FireFactionLarge 10973 ParticleSysBone = Spark01 SparksLarge 10974 End 10975 10976 ConditionState = SNOW 10977 Model = ABArFrcCmd_S 10978 Animation = ABArFrcCmd_S.ABArFrcCmd_S 10979 AnimationMode = LOOP 10980 End 10981 ConditionState = DAMAGED SNOW 10982 Model = ABArFrcCmd_DS 10983 Animation = ABArFrcCmd_DS.ABArFrcCmd_DS 10984 AnimationMode = LOOP 10985 ParticleSysBone = Smoke01 SmolderingSmoke 10986 ParticleSysBone = Smoke02 SmolderingSmoke 10987 ParticleSysBone = Smoke03 SmolderingSmoke 10988 ParticleSysBone = Fire01 SmolderingFire 10989 End 10990 ConditionState = REALLYDAMAGED RUBBLE SNOW 10991 Model = ABArFrcCmd_ES 10992 Animation = ABArFrcCmd_ES.ABArFrcCmd_ES 10993 AnimationMode = LOOP 10994 ParticleSysBone = Smoke01 SmolderingSmoke 10995 ParticleSysBone = Smoke02 SmolderingSmoke 10996 ParticleSysBone = Smoke03 SmolderingSmoke 10997 ParticleSysBone = Smoke04 SmolderingSmoke 10998 ParticleSysBone = Smoke05 SmokeFactionLarge 10999 ParticleSysBone = Smoke06 SmokeFactionLarge 11000 ParticleSysBone = Fire01 SmolderingFire 11001 ParticleSysBone = Fire02 SmolderingFire 11002 ParticleSysBone = Fire03 FireFactionLarge 11003 ParticleSysBone = Spark01 SparksLarge 11004 End 11005 11006 ; night ****************************************** 11007 ConditionState = NIGHT 11008 Model = ABArFrcCmd_N 11009 Animation = ABArFrcCmd_N.ABArFrcCmd_N 11010 AnimationMode = LOOP 11011 End 11012 ConditionState = DAMAGED NIGHT 11013 Model = ABArFrcCmd_ND 11014 Animation = ABArFrcCmd_ND.ABArFrcCmd_ND 11015 AnimationMode = LOOP 11016 End 11017 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11018 Model = ABArFrcCmd_NE 11019 Animation = ABArFrcCmd_NE.ABArFrcCmd_NE 11020 AnimationMode = LOOP 11021 End 11022 11023 ConditionState = NIGHT SNOW 11024 Model = ABArFrcCmd_NS 11025 Animation = ABArFrcCmd_NS.ABArFrcCmd_NS 11026 AnimationMode = LOOP 11027 End 11028 ConditionState = DAMAGED NIGHT SNOW 11029 Model = ABArFrcCmd_NDS 11030 Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS 11031 AnimationMode = LOOP 11032 End 11033 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 11034 Model = ABArFrcCmd_NES 11035 Animation = ABArFrcCmd_NES.ABArFrcCmd_NES 11036 AnimationMode = LOOP 11037 End 11038 11039 ;************************************************************************************************************************** 11040 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11041 ;for this draw module 11042 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11043 Model = ABArFrcCmd 11044 Animation = ABArFrcCmd.ABArFrcCmd 11045 AnimationMode = LOOP 11046 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11047 End 11048 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11049 Model = ABArFrcCmd_D 11050 Animation = ABArFrcCmd_D.ABArFrcCmd_D 11051 AnimationMode = LOOP 11052 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11053 End 11054 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11055 Model = ABArFrcCmd_E 11056 Animation = ABArFrcCmd_E.ABArFrcCmd_E 11057 AnimationMode = LOOP 11058 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11059 End 11060 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11061 Model = ABArFrcCmd_N 11062 Animation = ABArFrcCmd_N.ABArFrcCmd_N 11063 AnimationMode = LOOP 11064 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11065 End 11066 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 11067 Model = ABArFrcCmd_ND 11068 Animation = ABArFrcCmd_ND.ABArFrcCmd_ND 11069 AnimationMode = LOOP 11070 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11071 End 11072 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 11073 Model = ABArFrcCmd_NE 11074 Animation = ABArFrcCmd_NE.ABArFrcCmd_NE 11075 AnimationMode = LOOP 11076 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11077 End 11078 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11079 Model = ABArFrcCmd_S 11080 Animation = ABArFrcCmd_S.ABArFrcCmd_S 11081 AnimationMode = LOOP 11082 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11083 End 11084 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 11085 Model = ABArFrcCmd_DS 11086 Animation = ABArFrcCmd_DS.ABArFrcCmd_DS 11087 AnimationMode = LOOP 11088 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11089 End 11090 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 11091 Model = ABArFrcCmd_ES 11092 Animation = ABArFrcCmd_ES.ABArFrcCmd_ES 11093 AnimationMode = LOOP 11094 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11095 End 11096 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11097 Model = ABArFrcCmd_NS 11098 Animation = ABArFrcCmd_NS.ABArFrcCmd_NS 11099 AnimationMode = LOOP 11100 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11101 End 11102 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 11103 Model = ABArFrcCmd_NDS 11104 Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS 11105 AnimationMode = LOOP 11106 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11107 End 11108 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 11109 Model = ABArFrcCmd_NES 11110 Animation = ABArFrcCmd_NES.ABArFrcCmd_NES 11111 AnimationMode = LOOP 11112 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11113 End 11114 11115 ConditionState = AWAITING_CONSTRUCTION 11116 Model = NONE 11117 End 11118 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11119 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11120 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11121 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11122 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11123 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11124 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11125 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11126 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11127 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11128 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11129 AliasConditionState = SOLD 11130 AliasConditionState = SOLD DAMAGED 11131 AliasConditionState = SOLD REALLYDAMAGED 11132 AliasConditionState = SOLD NIGHT 11133 AliasConditionState = SOLD NIGHT DAMAGED 11134 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11135 AliasConditionState = SOLD SNOW 11136 AliasConditionState = SOLD SNOW DAMAGED 11137 AliasConditionState = SOLD SNOW REALLYDAMAGED 11138 AliasConditionState = SOLD NIGHT SNOW 11139 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11140 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11141 ;************************************************************************************************************************** 11142 11143 End 11144 11145 ; ------------ blinky production lights ----------------- 11146 Draw = W3DModelDraw ModuleTag_02 11147 DefaultConditionState 11148 Model = None 11149 End 11150 ConditionState = ACTIVELY_CONSTRUCTING 11151 Model = ABArFrcCmd_A9 11152 Animation = ABArFrcCmd_A9.ABArFrcCmd_A9 11153 AnimationMode = LOOP 11154 End 11155 End 11156 11157 ; ----------------- door #1 ------------------- 11158 Draw = W3DModelDraw ModuleTag_03 11159 ConditionState = NONE 11160 Model = ABArFrcCmd_A7 11161 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11162 AnimationMode = MANUAL 11163 Flags = START_FRAME_FIRST 11164 End 11165 AliasConditionState = NIGHT 11166 AliasConditionState = SNOW 11167 AliasConditionState = NIGHT SNOW 11168 AliasConditionState = NIGHT DAMAGED 11169 AliasConditionState = SNOW DAMAGED 11170 AliasConditionState = NIGHT SNOW DAMAGED 11171 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11172 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11173 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11174 11175 ConditionState = DOOR_1_OPENING 11176 Model = ABArFrcCmd_A7 11177 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11178 AnimationMode = ONCE 11179 Flags = START_FRAME_FIRST 11180 End 11181 AliasConditionState = NIGHT DOOR_1_OPENING 11182 AliasConditionState = SNOW DOOR_1_OPENING 11183 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 11184 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 11185 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 11186 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 11187 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 11188 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 11189 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 11190 11191 ConditionState = DOOR_1_CLOSING 11192 Model = ABArFrcCmd_A7 11193 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11194 AnimationMode = ONCE_BACKWARDS 11195 Flags = START_FRAME_LAST 11196 End 11197 AliasConditionState = NIGHT DOOR_1_CLOSING 11198 AliasConditionState = SNOW DOOR_1_CLOSING 11199 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 11200 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 11201 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 11202 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 11203 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11204 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11205 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11206 11207 ConditionState = DOOR_1_WAITING_OPEN 11208 Model = ABArFrcCmd_A7 11209 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11210 AnimationMode = MANUAL 11211 Flags = START_FRAME_LAST 11212 End 11213 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 11214 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 11215 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 11216 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 11217 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 11218 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN 11219 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 11220 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 11221 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 11222 11223 11224 ;************************************************************************************************************************** 11225 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11226 ;for this draw module 11227 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11228 Model = ABArFrcCmd_A7 11229 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11230 End 11231 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11232 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11233 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11234 11235 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11236 Model = ABArFrcCmd_A7 11237 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11238 End 11239 11240 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11241 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11242 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11243 11244 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11245 Model = ABArFrcCmd_A7 11246 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11247 End 11248 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11249 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11250 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11251 11252 ConditionState = AWAITING_CONSTRUCTION 11253 Model = NONE 11254 End 11255 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11256 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11257 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11258 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11259 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11260 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11261 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11262 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11263 AliasConditionState = SOLD 11264 AliasConditionState = SOLD DAMAGED 11265 AliasConditionState = SOLD REALLYDAMAGED 11266 AliasConditionState = SOLD NIGHT 11267 AliasConditionState = SOLD NIGHT DAMAGED 11268 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11269 AliasConditionState = SOLD SNOW 11270 AliasConditionState = SOLD SNOW DAMAGED 11271 AliasConditionState = SOLD SNOW REALLYDAMAGED 11272 AliasConditionState = SOLD NIGHT SNOW 11273 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11274 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11275 ;************************************************************************************************************************** 11276 11277 End 11278 11279 ; ----------------- door #2 ------------------- 11280 Draw = W3DModelDraw ModuleTag_04 11281 DefaultConditionState 11282 Model = ABArFrcCmd_A8 11283 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 11284 AnimationMode = MANUAL 11285 Flags = START_FRAME_FIRST 11286 End 11287 AliasConditionState = NIGHT 11288 AliasConditionState = SNOW 11289 AliasConditionState = NIGHT SNOW 11290 AliasConditionState = NIGHT DAMAGED 11291 AliasConditionState = SNOW DAMAGED 11292 AliasConditionState = NIGHT SNOW DAMAGED 11293 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11294 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11295 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11296 11297 11298 ConditionState = DOOR_2_OPENING 11299 Model = ABArFrcCmd_A8 11300 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 11301 AnimationMode = ONCE 11302 Flags = START_FRAME_FIRST 11303 End 11304 AliasConditionState = NIGHT DOOR_2_OPENING 11305 AliasConditionState = SNOW DOOR_2_OPENING 11306 AliasConditionState = NIGHT SNOW DOOR_2_OPENING 11307 AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING 11308 AliasConditionState = SNOW DAMAGED DOOR_2_OPENING 11309 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING 11310 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING 11311 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 11312 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 11313 11314 11315 ConditionState = DOOR_2_CLOSING 11316 Model = ABArFrcCmd_A8 11317 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 11318 AnimationMode = ONCE_BACKWARDS 11319 Flags = START_FRAME_LAST 11320 End 11321 AliasConditionState = NIGHT DOOR_2_CLOSING 11322 AliasConditionState = SNOW DOOR_2_CLOSING 11323 AliasConditionState = NIGHT SNOW DOOR_2_CLOSING 11324 AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING 11325 AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING 11326 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING 11327 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING 11328 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 11329 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 11330 11331 ConditionState = DOOR_2_WAITING_OPEN 11332 Model = ABArFrcCmd_A8 11333 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 11334 AnimationMode = MANUAL 11335 Flags = START_FRAME_LAST 11336 End 11337 AliasConditionState = NIGHT DOOR_2_WAITING_OPEN 11338 AliasConditionState = SNOW DOOR_2_WAITING_OPEN 11339 AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN 11340 AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN 11341 AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN 11342 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN 11343 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 11344 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 11345 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 11346 11347 ;************************************************************************************************************************** 11348 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11349 ;for this draw module 11350 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11351 Model = ABArFrcCmd_A8 11352 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11353 End 11354 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11355 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11356 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11357 11358 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11359 Model = ABArFrcCmd_A8 11360 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11361 End 11362 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11363 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11364 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11365 11366 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11367 Model = ABArFrcCmd_A8 11368 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11369 End 11370 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11371 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11372 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11373 11374 ConditionState = AWAITING_CONSTRUCTION 11375 Model = NONE 11376 End 11377 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11378 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11379 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11380 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11381 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11382 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11383 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11384 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11385 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11386 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11387 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11388 AliasConditionState = SOLD 11389 AliasConditionState = SOLD DAMAGED 11390 AliasConditionState = SOLD REALLYDAMAGED 11391 AliasConditionState = SOLD NIGHT 11392 AliasConditionState = SOLD NIGHT DAMAGED 11393 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11394 AliasConditionState = SOLD SNOW 11395 AliasConditionState = SOLD SNOW DAMAGED 11396 AliasConditionState = SOLD SNOW REALLYDAMAGED 11397 AliasConditionState = SOLD NIGHT SNOW 11398 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11399 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11400 ;************************************************************************************************************************** 11401 11402 End 11403 11404 ; ----------------- door #3 ------------------- 11405 Draw = W3DModelDraw ModuleTag_05 11406 DefaultConditionState 11407 Model = ABArFrcCmd_A2 11408 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 11409 AnimationMode = MANUAL 11410 Flags = START_FRAME_FIRST 11411 End 11412 AliasConditionState = NIGHT 11413 AliasConditionState = SNOW 11414 AliasConditionState = NIGHT SNOW 11415 AliasConditionState = NIGHT DAMAGED 11416 AliasConditionState = SNOW DAMAGED 11417 AliasConditionState = NIGHT SNOW DAMAGED 11418 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11419 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11420 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11421 11422 11423 ConditionState = DOOR_3_OPENING 11424 Model = ABArFrcCmd_A2 11425 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 11426 AnimationMode = ONCE 11427 Flags = START_FRAME_FIRST 11428 End 11429 AliasConditionState = NIGHT DOOR_3_OPENING 11430 AliasConditionState = SNOW DOOR_3_OPENING 11431 AliasConditionState = NIGHT SNOW DOOR_3_OPENING 11432 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 11433 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 11434 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING 11435 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 11436 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 11437 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 11438 11439 ConditionState = DOOR_3_CLOSING 11440 Model = ABArFrcCmd_A2 11441 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 11442 AnimationMode = ONCE_BACKWARDS 11443 Flags = START_FRAME_LAST 11444 End 11445 AliasConditionState = NIGHT DOOR_3_CLOSING 11446 AliasConditionState = SNOW DOOR_3_CLOSING 11447 AliasConditionState = NIGHT SNOW DOOR_3_CLOSING 11448 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 11449 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 11450 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING 11451 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 11452 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 11453 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 11454 11455 ConditionState = DOOR_3_WAITING_OPEN 11456 Model = ABArFrcCmd_A2 11457 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 11458 AnimationMode = MANUAL 11459 Flags = START_FRAME_LAST 11460 End 11461 AliasConditionState = NIGHT DOOR_3_WAITING_OPEN 11462 AliasConditionState = SNOW DOOR_3_WAITING_OPEN 11463 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN 11464 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN 11465 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN 11466 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN 11467 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 11468 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 11469 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 11470 11471 11472 ;************************************************************************************************************************** 11473 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11474 ;for this draw module 11475 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11476 Model = ABArFrcCmd_A2 11477 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11478 End 11479 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11480 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11481 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11482 11483 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11484 Model = ABArFrcCmd_A2 11485 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11486 End 11487 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11488 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11489 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11490 11491 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11492 Model = ABArFrcCmd_A2 11493 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11494 End 11495 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11496 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11497 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11498 11499 ConditionState = AWAITING_CONSTRUCTION 11500 Model = NONE 11501 End 11502 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11503 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11504 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11505 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11506 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11507 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11508 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11509 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11510 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11511 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11512 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11513 AliasConditionState = SOLD 11514 AliasConditionState = SOLD DAMAGED 11515 AliasConditionState = SOLD REALLYDAMAGED 11516 AliasConditionState = SOLD NIGHT 11517 AliasConditionState = SOLD NIGHT DAMAGED 11518 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11519 AliasConditionState = SOLD SNOW 11520 AliasConditionState = SOLD SNOW DAMAGED 11521 AliasConditionState = SOLD SNOW REALLYDAMAGED 11522 AliasConditionState = SOLD NIGHT SNOW 11523 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11524 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11525 ;************************************************************************************************************************** 11526 11527 End 11528 11529 ; ----------------- door #4 ------------------- 11530 Draw = W3DModelDraw ModuleTag_06 11531 DefaultConditionState 11532 Model = ABArFrcCmd_A3 11533 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 11534 AnimationMode = MANUAL 11535 Flags = START_FRAME_FIRST 11536 End 11537 AliasConditionState = NIGHT 11538 AliasConditionState = SNOW 11539 AliasConditionState = NIGHT SNOW 11540 AliasConditionState = NIGHT DAMAGED 11541 AliasConditionState = SNOW DAMAGED 11542 AliasConditionState = NIGHT SNOW DAMAGED 11543 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11544 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11545 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11546 11547 ConditionState = DOOR_4_OPENING 11548 Model = ABArFrcCmd_A3 11549 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 11550 AnimationMode = ONCE 11551 Flags = START_FRAME_FIRST 11552 End 11553 AliasConditionState = NIGHT DOOR_4_OPENING 11554 AliasConditionState = SNOW DOOR_4_OPENING 11555 AliasConditionState = NIGHT SNOW DOOR_4_OPENING 11556 AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING 11557 AliasConditionState = SNOW DAMAGED DOOR_4_OPENING 11558 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING 11559 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 11560 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 11561 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 11562 11563 ConditionState = DOOR_4_CLOSING 11564 Model = ABArFrcCmd_A3 11565 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 11566 AnimationMode = ONCE_BACKWARDS 11567 Flags = START_FRAME_LAST 11568 End 11569 AliasConditionState = NIGHT DOOR_4_CLOSING 11570 AliasConditionState = SNOW DOOR_4_CLOSING 11571 AliasConditionState = NIGHT SNOW DOOR_4_CLOSING 11572 AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING 11573 AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING 11574 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING 11575 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 11576 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 11577 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 11578 11579 ConditionState = DOOR_4_WAITING_OPEN 11580 Model = ABArFrcCmd_A3 11581 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 11582 AnimationMode = MANUAL 11583 Flags = START_FRAME_LAST 11584 End 11585 AliasConditionState = NIGHT DOOR_4_WAITING_OPEN 11586 AliasConditionState = SNOW DOOR_4_WAITING_OPEN 11587 AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN 11588 AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN 11589 AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN 11590 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN 11591 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 11592 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 11593 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 11594 11595 ;************************************************************************************************************************** 11596 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11597 ;for this draw module 11598 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11599 Model = ABArFrcCmd_A3 11600 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11601 End 11602 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11603 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11604 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11605 11606 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11607 Model = ABArFrcCmd_A3 11608 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11609 End 11610 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11611 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11612 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11613 11614 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11615 Model = ABArFrcCmd_A3 11616 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11617 End 11618 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11619 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11620 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11621 11622 ConditionState = AWAITING_CONSTRUCTION 11623 Model = NONE 11624 End 11625 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11626 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11627 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11628 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11629 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11630 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11631 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11632 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11633 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11634 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11635 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11636 AliasConditionState = SOLD 11637 AliasConditionState = SOLD DAMAGED 11638 AliasConditionState = SOLD REALLYDAMAGED 11639 AliasConditionState = SOLD NIGHT 11640 AliasConditionState = SOLD NIGHT DAMAGED 11641 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11642 AliasConditionState = SOLD SNOW 11643 AliasConditionState = SOLD SNOW DAMAGED 11644 AliasConditionState = SOLD SNOW REALLYDAMAGED 11645 AliasConditionState = SOLD NIGHT SNOW 11646 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11647 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11648 ;************************************************************************************************************************** 11649 End 11650 11651 ; ------------ construction-zone fence ----------------- 11652 Draw = W3DModelDraw ModuleTag_07 11653 AnimationsRequirePower = No 11654 DefaultConditionState 11655 Model = None 11656 TransitionKey = DOWN_DEFAULT 11657 End 11658 ConditionState = NIGHT 11659 Model = None 11660 TransitionKey = DOWN_DEFAULT 11661 End 11662 ConditionState = SNOW 11663 Model = None 11664 TransitionKey = DOWN_DEFAULT 11665 End 11666 ConditionState = SNOW NIGHT 11667 Model = None 11668 TransitionKey = DOWN_DEFAULT 11669 End 11670 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11671 Model = ABArFrcCmd_A4 11672 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 11673 AnimationMode = MANUAL 11674 Flags = START_FRAME_LAST 11675 TransitionKey = UP_DAY 11676 ParticleSysBone = SmokeS01 SmokeBuildingSmall 11677 ParticleSysBone = SparksS01 LiveWireSparks02 11678 End 11679 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11680 Model = ABArFrcCmd_A4N 11681 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 11682 AnimationMode = MANUAL 11683 Flags = START_FRAME_LAST 11684 TransitionKey = UP_NIGHT 11685 ParticleSysBone = SmokeS01 SmokeBuildingSmall 11686 ParticleSysBone = SparksS01 LiveWireSparks02 11687 End 11688 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11689 Model = ABArFrcCmd_A4S 11690 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 11691 AnimationMode = MANUAL 11692 Flags = START_FRAME_LAST 11693 TransitionKey = UP_SNOW 11694 ParticleSysBone = SmokeS01 SmokeBuildingSmall 11695 ParticleSysBone = SparksS01 LiveWireSparks02 11696 End 11697 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11698 Model = ABArFrcCmd_A4SN 11699 ; @todo srj -- missing 11700 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 11701 AnimationMode = MANUAL 11702 Flags = START_FRAME_LAST 11703 TransitionKey = UP_SNOWNIGHT 11704 ParticleSysBone = SmokeS01 SmokeBuildingSmall 11705 ParticleSysBone = SparksS01 LiveWireSparks02 11706 End 11707 TransitionState = DOWN_DEFAULT UP_DAY 11708 Model = ABArFrcCmd_A4 11709 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 11710 AnimationMode = ONCE 11711 AnimationSpeedFactorRange = 1.0 1.0 11712 Flags = START_FRAME_FIRST 11713 End 11714 TransitionState = DOWN_DEFAULT UP_NIGHT 11715 Model = ABArFrcCmd_A4N 11716 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 11717 AnimationMode = ONCE 11718 AnimationSpeedFactorRange = 1.0 1.0 11719 Flags = START_FRAME_FIRST 11720 End 11721 TransitionState = DOWN_DEFAULT UP_SNOW 11722 Model = ABArFrcCmd_A4S 11723 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 11724 AnimationMode = ONCE 11725 AnimationSpeedFactorRange = 1.0 1.0 11726 Flags = START_FRAME_FIRST 11727 End 11728 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11729 Model = ABArFrcCmd_A4SN 11730 ; @todo srj -- missing 11731 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 11732 AnimationMode = ONCE 11733 AnimationSpeedFactorRange = 1.0 1.0 11734 Flags = START_FRAME_FIRST 11735 End 11736 TransitionState = UP_DAY DOWN_DEFAULT 11737 Model = ABArFrcCmd_A4 11738 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 11739 AnimationMode = ONCE_BACKWARDS 11740 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11741 Flags = START_FRAME_LAST 11742 End 11743 TransitionState = UP_NIGHT DOWN_DEFAULT 11744 Model = ABArFrcCmd_A4N 11745 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 11746 AnimationMode = ONCE_BACKWARDS 11747 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11748 Flags = START_FRAME_LAST 11749 End 11750 TransitionState = UP_SNOW DOWN_DEFAULT 11751 Model = ABArFrcCmd_A4S 11752 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 11753 AnimationMode = ONCE_BACKWARDS 11754 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11755 Flags = START_FRAME_LAST 11756 End 11757 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11758 Model = ABArFrcCmd_A4SN 11759 ; @todo srj -- missing 11760 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 11761 AnimationMode = ONCE_BACKWARDS 11762 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11763 Flags = START_FRAME_LAST 11764 End 11765 End 11766 11767 ; ------------ under-construction scaffolding ----------------- 11768 Draw = W3DModelDraw ModuleTag_08 11769 AnimationsRequirePower = No 11770 MinLODRequired = MEDIUM 11771 DefaultConditionState 11772 Model = None 11773 TransitionKey = DOWN_DEFAULT 11774 End 11775 ConditionState = NIGHT 11776 Model = None 11777 TransitionKey = DOWN_DEFAULT 11778 End 11779 ConditionState = SNOW 11780 Model = None 11781 TransitionKey = DOWN_DEFAULT 11782 End 11783 ConditionState = SNOW NIGHT 11784 Model = None 11785 TransitionKey = DOWN_DEFAULT 11786 End 11787 ConditionState = PARTIALLY_CONSTRUCTED 11788 Model = ABArFrcCmd_A6 11789 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 11790 AnimationMode = MANUAL 11791 Flags = START_FRAME_LAST 11792 TransitionKey = UP_DAY 11793 ParticleSysBone = Sparks01 BuildUpBlueSpark 11794 ParticleSysBone = Sparks02 BuildUpBlueSpark 11795 ParticleSysBone = Sparks03 BuildUpBlueSpark 11796 ParticleSysBone = Sparks04 BuildUpBlueSpark 11797 ParticleSysBone = Sparks05 BuildUpBlueSpark 11798 ParticleSysBone = Sparks06 BuildUpBlueSpark 11799 End 11800 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 11801 Model = ABArFrcCmd_A6N 11802 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 11803 AnimationMode = MANUAL 11804 Flags = START_FRAME_LAST 11805 TransitionKey = UP_NIGHT 11806 ParticleSysBone = Sparks01 BuildUpBlueSpark 11807 ParticleSysBone = Sparks02 BuildUpBlueSpark 11808 ParticleSysBone = Sparks03 BuildUpBlueSpark 11809 ParticleSysBone = Sparks04 BuildUpBlueSpark 11810 ParticleSysBone = Sparks05 BuildUpBlueSpark 11811 ParticleSysBone = Sparks06 BuildUpBlueSpark 11812 End 11813 ConditionState = SNOW PARTIALLY_CONSTRUCTED 11814 Model = ABArFrcCmd_A6S 11815 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 11816 AnimationMode = MANUAL 11817 Flags = START_FRAME_LAST 11818 TransitionKey = UP_SNOW 11819 ParticleSysBone = Sparks01 BuildUpBlueSpark 11820 ParticleSysBone = Sparks02 BuildUpBlueSpark 11821 ParticleSysBone = Sparks03 BuildUpBlueSpark 11822 ParticleSysBone = Sparks04 BuildUpBlueSpark 11823 ParticleSysBone = Sparks05 BuildUpBlueSpark 11824 ParticleSysBone = Sparks06 BuildUpBlueSpark 11825 End 11826 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 11827 Model = ABArFrcCmd_A6SN 11828 ; @todo srj -- missing 11829 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 11830 AnimationMode = MANUAL 11831 Flags = START_FRAME_LAST 11832 TransitionKey = UP_SNOWNIGHT 11833 ParticleSysBone = Sparks01 BuildUpBlueSpark 11834 ParticleSysBone = Sparks02 BuildUpBlueSpark 11835 ParticleSysBone = Sparks03 BuildUpBlueSpark 11836 ParticleSysBone = Sparks04 BuildUpBlueSpark 11837 ParticleSysBone = Sparks05 BuildUpBlueSpark 11838 ParticleSysBone = Sparks06 BuildUpBlueSpark 11839 End 11840 TransitionState = DOWN_DEFAULT UP_DAY 11841 Model = ABArFrcCmd_A6 11842 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 11843 AnimationMode = ONCE 11844 AnimationSpeedFactorRange = 1.0 1.0 11845 Flags = START_FRAME_FIRST 11846 End 11847 TransitionState = DOWN_DEFAULT UP_NIGHT 11848 Model = ABArFrcCmd_A6N 11849 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 11850 AnimationMode = ONCE 11851 AnimationSpeedFactorRange = 1.0 1.0 11852 Flags = START_FRAME_FIRST 11853 End 11854 11855 TransitionState = DOWN_DEFAULT UP_SNOW 11856 Model = ABArFrcCmd_A6S 11857 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 11858 AnimationMode = ONCE 11859 AnimationSpeedFactorRange = 1.0 1.0 11860 Flags = START_FRAME_FIRST 11861 End 11862 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11863 Model = ABArFrcCmd_A6SN 11864 ; @todo srj -- missing 11865 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 11866 AnimationMode = ONCE 11867 AnimationSpeedFactorRange = 1.0 1.0 11868 Flags = START_FRAME_FIRST 11869 End 11870 TransitionState = UP_DAY DOWN_DEFAULT 11871 Model = ABArFrcCmd_A6 11872 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 11873 AnimationMode = ONCE_BACKWARDS 11874 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11875 Flags = START_FRAME_LAST 11876 End 11877 TransitionState = UP_NIGHT DOWN_DEFAULT 11878 Model = ABArFrcCmd_A6N 11879 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 11880 AnimationMode = ONCE_BACKWARDS 11881 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11882 Flags = START_FRAME_LAST 11883 End 11884 TransitionState = UP_SNOW DOWN_DEFAULT 11885 Model = ABArFrcCmd_A6S 11886 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 11887 AnimationMode = ONCE_BACKWARDS 11888 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11889 Flags = START_FRAME_LAST 11890 End 11891 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11892 Model = ABArFrcCmd_A6SN 11893 ; @todo srj -- missing 11894 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 11895 AnimationMode = ONCE_BACKWARDS 11896 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11897 Flags = START_FRAME_LAST 11898 End 11899 End 11900 11901 ; ------------ being-constructed crane ----------------- 11902 Draw = W3DModelDraw ModuleTag_09 11903 AnimationsRequirePower = No 11904 DefaultConditionState 11905 Model = None 11906 TransitionKey = DOWN_DEFAULT 11907 End 11908 ConditionState = NIGHT 11909 Model = None 11910 TransitionKey = DOWN_DEFAULT 11911 End 11912 ConditionState = SNOW 11913 Model = None 11914 TransitionKey = DOWN_DEFAULT 11915 End 11916 ConditionState = SNOW NIGHT 11917 Model = None 11918 TransitionKey = DOWN_DEFAULT 11919 End 11920 ConditionState = SOLD 11921 Model = NONE 11922 End 11923 11924 ConditionState = ACTIVELY_BEING_CONSTRUCTED 11925 Model = ABArFrcCmd_A5 11926 Animation = ABArFrcCmd_A5.ABArFrcCmd_A5 11927 AnimationMode = LOOP 11928 TransitionKey = UP_DAY 11929 End 11930 11931 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 11932 Model = ABArFrcCmd_A5N 11933 Animation = ABArFrcCmd_A5N.ABArFrcCmd_A5N 11934 AnimationMode = LOOP 11935 TransitionKey = UP_NIGHT 11936 End 11937 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 11938 Model = ABArFrcCmd_A5S 11939 Animation = ABArFrcCmd_A5S.ABArFrcCmd_A5S 11940 AnimationMode = LOOP 11941 TransitionKey = UP_SNOW 11942 End 11943 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 11944 Model = ABArFrcCmd_A5SN 11945 Animation = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN 11946 AnimationMode = LOOP 11947 TransitionKey = UP_SNOWNIGHT 11948 End 11949 TransitionState = DOWN_DEFAULT UP_DAY 11950 Model = ABArFrcCmd_AB 11951 Animation = ABArFrcCmd_AB.ABArFrcCmd_AB 11952 AnimationMode = ONCE 11953 AnimationSpeedFactorRange = 1.0 1.0 11954 Flags = START_FRAME_FIRST 11955 End 11956 11957 TransitionState = DOWN_DEFAULT UP_NIGHT 11958 Model = ABArFrcCmd_ABN 11959 Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN 11960 AnimationMode = ONCE 11961 AnimationSpeedFactorRange = 1.0 1.0 11962 Flags = START_FRAME_FIRST 11963 End 11964 TransitionState = DOWN_DEFAULT UP_SNOW 11965 Model = ABArFrcCmd_ABS 11966 ; @todo srj -- not found 11967 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 11968 AnimationMode = ONCE 11969 AnimationSpeedFactorRange = 1.0 1.0 11970 Flags = START_FRAME_FIRST 11971 End 11972 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11973 Model = ABArFrcCmd_ABSN 11974 Animation = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN 11975 AnimationMode = ONCE 11976 AnimationSpeedFactorRange = 1.0 1.0 11977 Flags = START_FRAME_FIRST 11978 End 11979 TransitionState = UP_DAY DOWN_DEFAULT 11980 Model = ABArFrcCmd_AB 11981 Animation = ABArFrcCmd_AB.ABArFrcCmd_AB 11982 AnimationMode = ONCE_BACKWARDS 11983 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11984 Flags = START_FRAME_LAST 11985 End 11986 TransitionState = UP_NIGHT DOWN_DEFAULT 11987 Model = ABArFrcCmd_ABN 11988 Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN 11989 AnimationMode = ONCE_BACKWARDS 11990 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11991 Flags = START_FRAME_LAST 11992 End 11993 TransitionState = UP_SNOW DOWN_DEFAULT 11994 Model = ABArFrcCmd_ABS 11995 ; @todo srj -- not found 11996 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 11997 AnimationMode = ONCE_BACKWARDS 11998 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11999 Flags = START_FRAME_LAST 12000 End 12001 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12002 Model = ABArFrcCmd_ABS 12003 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 12004 AnimationMode = ONCE_BACKWARDS 12005 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12006 Flags = START_FRAME_LAST 12007 End 12008 End 12009 12010 PlacementViewAngle = -45 12011 12012 ; ***DESIGN parameters *** 12013 DisplayName = OBJECT:Airfield 12014 Side = AmericaSuperWeaponGeneral 12015 EditorSorting = STRUCTURE 12016 Prerequisites 12017 Object = SupW_AmericaSupplyCenter 12018 End 12019 BuildCost = 1000 12020 BuildTime = 30.0 ; in seconds 12021 EnergyProduction = -1 12022 CommandSet = SupW_AmericaAirfieldCommandSet 12023 VisionRange = 200.0 ; Shroud clearing distance 12024 ShroudClearingRange = 200 12025 ArmorSet 12026 Conditions = None 12027 Armor = StructureArmor 12028 DamageFX = StructureDamageFXNoShake 12029 End 12030 ExperienceValue = 150 150 150 150 ; Experience point value at each level 12031 12032 ; *** AUDIO Parameters *** 12033 VoiceSelect = AirfieldUSASelect 12034 SoundOnDamaged = BuildingDamagedStateLight 12035 SoundOnReallyDamaged = BuildingDestroy 12036 12037 UnitSpecificSounds 12038 UnderConstruction = UnderConstructionLoop 12039 End 12040 12041 ; *** ENGINEERING Parameters *** 12042 RadarPriority = STRUCTURE 12043 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT 12044 Body = StructureBody ModuleTag_10 12045 MaxHealth = 1500.0 12046 InitialHealth = 1500.0 12047 12048 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 12049 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 12050 SubdualDamageCap = 1700 12051 SubdualDamageHealRate = 500 12052 SubdualDamageHealAmount = 100 12053 End 12054 12055 Behavior = ParkingPlaceBehavior ModuleTag_11 12056 HealAmountPerSecond = 10 12057 NumRows = 2 12058 NumCols = 2 12059 HasRunways = Yes 12060 ApproachHeight = 50 12061 End 12062 12063 Behavior = ProductionUpdate ModuleTag_12 12064 NumDoorAnimations = 4 12065 DoorOpeningTime = 2000 ;in mSeconds 12066 DoorWaitOpenTime = 3000 ;in mSeconds 12067 DoorCloseTime = 2000 ;in mSeconds 12068 ConstructionCompleteDuration = 1000 ;in mSeconds 12069 End 12070 Behavior = BaseRegenerateUpdate ModuleTag_13 12071 ;No data 12072 End 12073 12074 Behavior = DestroyDie ModuleTag_14 12075 ;nothing 12076 End 12077 Behavior = CreateObjectDie ModuleTag_15 12078 CreationList = OCL_ABPowerPlantExplode 12079 End 12080 Behavior = CreateObjectDie ModuleTag_16 12081 CreationList = OCL_AmericanRangerDebris02 12082 ExemptStatus = UNDER_CONSTRUCTION 12083 End 12084 Behavior = FXListDie ModuleTag_17 12085 DeathFX = FX_StructureMediumDeath 12086 End 12087 12088 Behavior = FlammableUpdate ModuleTag_19 12089 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12090 AflameDamageAmount = 5 ; taking this much damage... 12091 AflameDamageDelay = 500 ; this often. 12092 End 12093 12094 Behavior = TransitionDamageFX ModuleTag_31 12095 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 12096 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12097 ;--------------------------------------------------------------------------------------- 12098 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12099 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 12100 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 12101 End 12102 12103 Geometry = BOX 12104 GeometryMajorRadius = 112.0 12105 GeometryMinorRadius = 74.0 12106 GeometryHeight = 25.0 12107 GeometryIsSmall = No 12108 FactoryExitWidth = 25 12109 Shadow = SHADOW_VOLUME 12110 BuildCompletion = PLACED_BY_PLAYER 12111 12112 End 12113 12114 12115 12116 12117 12118 12119 12120 ;------------------------------------------------------------------------------ 12121 Object SupW_AmericaSupplyCenter 12122 12123 ; *** ART Parameters *** 12124 SelectPortrait = SASupplyCntr_L 12125 ButtonImage = SASupplyCntr 12126 Draw = W3DModelDraw ModuleTag_01 12127 OkToChangeModelColor = Yes 12128 12129 ; day ************************************** 12130 ConditionState = NONE 12131 Model = ABSupplyCT 12132 Animation = ABSupplyCT.ABSupplyCT 12133 AnimationMode = LOOP 12134 Flags = MAINTAIN_FRAME_ACROSS_STATES 12135 End 12136 ConditionState = DAMAGED 12137 Model = ABSupplyCT_D 12138 Animation = ABSupplyCT_D.ABSupplyCT_D 12139 AnimationMode = LOOP 12140 Flags = MAINTAIN_FRAME_ACROSS_STATES 12141 ParticleSysBone = Smoke01 SmolderingSmoke 12142 ParticleSysBone = Smoke02 SmolderingSmoke 12143 ParticleSysBone = Smoke03 SmolderingSmoke 12144 ParticleSysBone = Smoke04 SmolderingSmoke 12145 ParticleSysBone = Smoke01 SmolderingFire 12146 ParticleSysBone = Smoke02 SmolderingFire 12147 ParticleSysBone = Smoke03 SmolderingFire 12148 ParticleSysBone = Smoke04 SmolderingFire 12149 End 12150 ConditionState = REALLYDAMAGED RUBBLE 12151 Model = ABSupplyCT_E 12152 Animation = ABSupplyCT_E.ABSupplyCT_E 12153 AnimationMode = LOOP 12154 Flags = MAINTAIN_FRAME_ACROSS_STATES 12155 ParticleSysBone = Smoke01 SmolderingSmoke 12156 ParticleSysBone = Smoke02 SmolderingSmoke 12157 ParticleSysBone = Smoke03 SmolderingSmoke 12158 ParticleSysBone = Smoke04 SmolderingSmoke 12159 ParticleSysBone = Smoke05 SmolderingSmoke 12160 ParticleSysBone = Smoke06 SmolderingSmoke 12161 ParticleSysBone = Smoke01 SmolderingFire 12162 ParticleSysBone = Smoke02 SmolderingFire 12163 ParticleSysBone = Smoke03 SmolderingFire 12164 ParticleSysBone = Smoke04 SmolderingFire 12165 ParticleSysBone = Smoke05 SmolderingFire 12166 ParticleSysBone = Smoke06 SmolderingFire 12167 End 12168 12169 12170 ; day Snow ************************************** 12171 ConditionState = SNOW 12172 Model = ABSupplyCT_S 12173 Animation = ABSupplyCT_S.ABSupplyCT_S 12174 AnimationMode = LOOP 12175 Flags = MAINTAIN_FRAME_ACROSS_STATES 12176 End 12177 ConditionState = DAMAGED SNOW 12178 Model = ABSupplyCT_DS 12179 Animation = ABSupplyCT_DS.ABSupplyCT_DS 12180 AnimationMode = LOOP 12181 Flags = MAINTAIN_FRAME_ACROSS_STATES 12182 ParticleSysBone = Smoke01 SmolderingSmoke 12183 ParticleSysBone = Smoke02 SmolderingSmoke 12184 ParticleSysBone = Smoke03 SmolderingSmoke 12185 ParticleSysBone = Smoke04 SmolderingSmoke 12186 ParticleSysBone = Smoke01 SmolderingFire 12187 ParticleSysBone = Smoke02 SmolderingFire 12188 ParticleSysBone = Smoke03 SmolderingFire 12189 ParticleSysBone = Smoke04 SmolderingFire 12190 End 12191 ConditionState = REALLYDAMAGED RUBBLE SNOW 12192 Model = ABSupplyCT_ES 12193 Animation = ABSupplyCT_ES.ABSupplyCT_ES 12194 AnimationMode = LOOP 12195 Flags = MAINTAIN_FRAME_ACROSS_STATES 12196 ParticleSysBone = Smoke01 SmolderingSmoke 12197 ParticleSysBone = Smoke02 SmolderingSmoke 12198 ParticleSysBone = Smoke03 SmolderingSmoke 12199 ParticleSysBone = Smoke04 SmolderingSmoke 12200 ParticleSysBone = Smoke05 SmolderingSmoke 12201 ParticleSysBone = Smoke06 SmolderingSmoke 12202 ParticleSysBone = Smoke01 SmolderingFire 12203 ParticleSysBone = Smoke02 SmolderingFire 12204 ParticleSysBone = Smoke03 SmolderingFire 12205 ParticleSysBone = Smoke04 SmolderingFire 12206 ParticleSysBone = Smoke05 SmolderingFire 12207 ParticleSysBone = Smoke06 SmolderingFire 12208 End 12209 12210 12211 12212 ; Night ************************************* 12213 ConditionState = NIGHT 12214 Model = ABSupplyCT_N 12215 Animation = ABSupplyCT_N.ABSupplyCT_N 12216 AnimationMode = LOOP 12217 Flags = MAINTAIN_FRAME_ACROSS_STATES 12218 End 12219 ConditionState = DAMAGED NIGHT 12220 Model = ABSupplyCT_DN 12221 Animation = ABSupplyCT_DN.ABSupplyCT_DN 12222 AnimationMode = LOOP 12223 Flags = MAINTAIN_FRAME_ACROSS_STATES 12224 End 12225 ConditionState = REALLYDAMAGED RUBBLE NIGHT 12226 Model = ABSupplyCT_EN 12227 Animation = ABSupplyCT_EN.ABSupplyCT_EN 12228 AnimationMode = LOOP 12229 Flags = MAINTAIN_FRAME_ACROSS_STATES 12230 End 12231 12232 12233 ; Night Snow************************************* 12234 ConditionState = NIGHT SNOW 12235 Model = ABSupplyCT_NS 12236 Animation = ABSupplyCT_NS.ABSupplyCT_NS 12237 AnimationMode = LOOP 12238 Flags = MAINTAIN_FRAME_ACROSS_STATES 12239 End 12240 ConditionState = DAMAGED NIGHT SNOW 12241 Model = ABSupplyCT_DNS 12242 Animation = ABSupplyCT_DNS.ABSupplyCT_DNS 12243 AnimationMode = LOOP 12244 Flags = MAINTAIN_FRAME_ACROSS_STATES 12245 End 12246 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 12247 Model = ABSupplyCT_ENS 12248 Animation = ABSupplyCT_ENS.ABSupplyCT_ENS 12249 AnimationMode = LOOP 12250 Flags = MAINTAIN_FRAME_ACROSS_STATES 12251 End 12252 12253 ;************************************************************************************************************************** 12254 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12255 ;for this draw module 12256 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12257 Model = ABSupplyCT 12258 Animation = ABSupplyCT.ABSupplyCT 12259 AnimationMode = LOOP 12260 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12261 End 12262 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12263 Model = ABSupplyCT_D 12264 Animation = ABSupplyCT_D.ABSupplyCT_D 12265 AnimationMode = LOOP 12266 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12267 End 12268 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12269 Model = ABSupplyCT_E 12270 Animation = ABSupplyCT_E.ABSupplyCT_E 12271 AnimationMode = LOOP 12272 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12273 End 12274 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12275 Model = ABSupplyCT_N 12276 Animation = ABSupplyCT_N.ABSupplyCT_N 12277 AnimationMode = LOOP 12278 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12279 End 12280 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 12281 Model = ABSupplyCT_DN 12282 Animation = ABSupplyCT_DN.ABSupplyCT_DN 12283 AnimationMode = LOOP 12284 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12285 End 12286 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 12287 Model = ABSupplyCT_EN 12288 Animation = ABSupplyCT_EN.ABSupplyCT_EN 12289 AnimationMode = LOOP 12290 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12291 End 12292 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12293 Model = ABSupplyCT_S 12294 Animation = ABSupplyCT_S.ABSupplyCT_S 12295 AnimationMode = LOOP 12296 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12297 End 12298 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 12299 Model = ABSupplyCT_DS 12300 Animation = ABSupplyCT_DS.ABSupplyCT_DS 12301 AnimationMode = LOOP 12302 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12303 End 12304 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 12305 Model = ABSupplyCT_ES 12306 Animation = ABSupplyCT_ES.ABSupplyCT_ES 12307 AnimationMode = LOOP 12308 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12309 End 12310 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12311 Model = ABSupplyCT_NS 12312 Animation = ABSupplyCT_NS.ABSupplyCT_NS 12313 AnimationMode = LOOP 12314 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12315 End 12316 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 12317 Model = ABSupplyCT_DNS 12318 Animation = ABSupplyCT_DNS.ABSupplyCT_DNS 12319 AnimationMode = LOOP 12320 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12321 End 12322 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 12323 Model = ABSupplyCT_ENS 12324 Animation = ABSupplyCT_ENS.ABSupplyCT_ENS 12325 AnimationMode = LOOP 12326 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12327 End 12328 12329 ConditionState = AWAITING_CONSTRUCTION 12330 Model = NONE 12331 End 12332 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12333 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12334 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12335 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12336 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12337 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12338 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12339 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12340 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12341 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12342 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12343 AliasConditionState = SOLD 12344 AliasConditionState = SOLD DAMAGED 12345 AliasConditionState = SOLD REALLYDAMAGED 12346 AliasConditionState = SOLD NIGHT 12347 AliasConditionState = SOLD NIGHT DAMAGED 12348 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12349 AliasConditionState = SOLD SNOW 12350 AliasConditionState = SOLD SNOW DAMAGED 12351 AliasConditionState = SOLD SNOW REALLYDAMAGED 12352 AliasConditionState = SOLD NIGHT SNOW 12353 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12354 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12355 ;************************************************************************************************************************** 12356 12357 12358 12359 End 12360 12361 ; ------------ construction-zone fence ----------------- 12362 Draw = W3DModelDraw ModuleTag_02 12363 AnimationsRequirePower = No 12364 DefaultConditionState 12365 Model = None 12366 TransitionKey = DOWN_DEFAULT 12367 End 12368 ConditionState = NIGHT 12369 Model = None 12370 TransitionKey = DOWN_DEFAULT 12371 End 12372 ConditionState = SNOW 12373 Model = None 12374 TransitionKey = DOWN_DEFAULT 12375 End 12376 ConditionState = SNOW NIGHT 12377 Model = None 12378 TransitionKey = DOWN_DEFAULT 12379 End 12380 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12381 Model = ABSupplyCT_A4 12382 Animation = ABSupplyCT_A4.ABSupplyCT_A4 12383 AnimationMode = MANUAL 12384 Flags = START_FRAME_LAST 12385 TransitionKey = UP_DAY 12386 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12387 ParticleSysBone = SparksS01 LiveWireSparks02 12388 End 12389 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12390 Model = ABSupplyCT_A4N 12391 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 12392 AnimationMode = MANUAL 12393 Flags = START_FRAME_LAST 12394 TransitionKey = UP_NIGHT 12395 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12396 ParticleSysBone = SparksS01 LiveWireSparks02 12397 End 12398 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12399 Model = ABSupplyCT_A4S 12400 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 12401 AnimationMode = MANUAL 12402 Flags = START_FRAME_LAST 12403 TransitionKey = UP_SNOW 12404 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12405 ParticleSysBone = SparksS01 LiveWireSparks02 12406 End 12407 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12408 Model = ABSupplyCT_A4SN 12409 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 12410 AnimationMode = MANUAL 12411 Flags = START_FRAME_LAST 12412 TransitionKey = UP_SNOWNIGHT 12413 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12414 ParticleSysBone = SparksS01 LiveWireSparks02 12415 End 12416 TransitionState = DOWN_DEFAULT UP_DAY 12417 Model = ABSupplyCT_A4 12418 Animation = ABSupplyCT_A4.ABSupplyCT_A4 12419 AnimationMode = ONCE 12420 AnimationSpeedFactorRange = 1.0 1.0 12421 Flags = START_FRAME_FIRST 12422 End 12423 TransitionState = DOWN_DEFAULT UP_NIGHT 12424 Model = ABSupplyCT_A4N 12425 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 12426 AnimationMode = ONCE 12427 AnimationSpeedFactorRange = 1.0 1.0 12428 Flags = START_FRAME_FIRST 12429 End 12430 TransitionState = DOWN_DEFAULT UP_SNOW 12431 Model = ABSupplyCT_A4S 12432 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 12433 AnimationMode = ONCE 12434 AnimationSpeedFactorRange = 1.0 1.0 12435 Flags = START_FRAME_FIRST 12436 End 12437 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12438 Model = ABSupplyCT_A4SN 12439 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 12440 AnimationMode = ONCE 12441 AnimationSpeedFactorRange = 1.0 1.0 12442 Flags = START_FRAME_FIRST 12443 End 12444 TransitionState = UP_DAY DOWN_DEFAULT 12445 Model = ABSupplyCT_A4 12446 Animation = ABSupplyCT_A4.ABSupplyCT_A4 12447 AnimationMode = ONCE_BACKWARDS 12448 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12449 Flags = START_FRAME_LAST 12450 End 12451 TransitionState = UP_NIGHT DOWN_DEFAULT 12452 Model = ABSupplyCT_A4N 12453 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 12454 AnimationMode = ONCE_BACKWARDS 12455 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12456 Flags = START_FRAME_LAST 12457 End 12458 TransitionState = UP_SNOW DOWN_DEFAULT 12459 Model = ABSupplyCT_A4S 12460 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 12461 AnimationMode = ONCE_BACKWARDS 12462 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12463 Flags = START_FRAME_LAST 12464 End 12465 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12466 Model = ABSupplyCT_A4SN 12467 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 12468 AnimationMode = ONCE_BACKWARDS 12469 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12470 Flags = START_FRAME_LAST 12471 End 12472 End 12473 12474 ; ------------ under-construction scaffolding ----------------- 12475 Draw = W3DModelDraw ModuleTag_03 12476 AnimationsRequirePower = No 12477 MinLODRequired = MEDIUM 12478 DefaultConditionState 12479 Model = None 12480 TransitionKey = DOWN_DEFAULT 12481 End 12482 ConditionState = NIGHT 12483 Model = None 12484 TransitionKey = DOWN_DEFAULT 12485 End 12486 ConditionState = SNOW 12487 Model = None 12488 TransitionKey = DOWN_DEFAULT 12489 End 12490 ConditionState = SNOW NIGHT 12491 Model = None 12492 TransitionKey = DOWN_DEFAULT 12493 End 12494 ConditionState = PARTIALLY_CONSTRUCTED 12495 Model = ABSupplyCT_A6 12496 Animation = ABSupplyCT_A6.ABSupplyCT_A6 12497 AnimationMode = MANUAL 12498 Flags = START_FRAME_LAST 12499 TransitionKey = UP_DAY 12500 ParticleSysBone = Sparks01 BuildUpBlueSpark 12501 ParticleSysBone = Sparks02 BuildUpBlueSpark 12502 ParticleSysBone = Sparks03 BuildUpBlueSpark 12503 ParticleSysBone = Sparks04 BuildUpBlueSpark 12504 ParticleSysBone = Sparks05 BuildUpBlueSpark 12505 ParticleSysBone = Sparks06 BuildUpBlueSpark 12506 End 12507 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 12508 Model = ABSupplyCT_A6N 12509 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 12510 AnimationMode = MANUAL 12511 Flags = START_FRAME_LAST 12512 TransitionKey = UP_NIGHT 12513 ParticleSysBone = Sparks01 BuildUpBlueSpark 12514 ParticleSysBone = Sparks02 BuildUpBlueSpark 12515 ParticleSysBone = Sparks03 BuildUpBlueSpark 12516 ParticleSysBone = Sparks04 BuildUpBlueSpark 12517 ParticleSysBone = Sparks05 BuildUpBlueSpark 12518 ParticleSysBone = Sparks06 BuildUpBlueSpark 12519 End 12520 ConditionState = SNOW PARTIALLY_CONSTRUCTED 12521 Model = ABSupplyCT_A6S 12522 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 12523 AnimationMode = MANUAL 12524 Flags = START_FRAME_LAST 12525 TransitionKey = UP_SNOW 12526 ParticleSysBone = Sparks01 BuildUpBlueSpark 12527 ParticleSysBone = Sparks02 BuildUpBlueSpark 12528 ParticleSysBone = Sparks03 BuildUpBlueSpark 12529 ParticleSysBone = Sparks04 BuildUpBlueSpark 12530 ParticleSysBone = Sparks05 BuildUpBlueSpark 12531 ParticleSysBone = Sparks06 BuildUpBlueSpark 12532 End 12533 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 12534 Model = ABSupplyCT_A6SN 12535 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 12536 AnimationMode = MANUAL 12537 Flags = START_FRAME_LAST 12538 TransitionKey = UP_SNOWNIGHT 12539 ParticleSysBone = Sparks01 BuildUpBlueSpark 12540 ParticleSysBone = Sparks02 BuildUpBlueSpark 12541 ParticleSysBone = Sparks03 BuildUpBlueSpark 12542 ParticleSysBone = Sparks04 BuildUpBlueSpark 12543 ParticleSysBone = Sparks05 BuildUpBlueSpark 12544 ParticleSysBone = Sparks06 BuildUpBlueSpark 12545 End 12546 TransitionState = DOWN_DEFAULT UP_DAY 12547 Model = ABSupplyCT_A6 12548 Animation = ABSupplyCT_A6.ABSupplyCT_A6 12549 AnimationMode = ONCE 12550 AnimationSpeedFactorRange = 1.0 1.0 12551 Flags = START_FRAME_FIRST 12552 End 12553 TransitionState = DOWN_DEFAULT UP_NIGHT 12554 Model = ABSupplyCT_A6N 12555 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 12556 AnimationMode = ONCE 12557 AnimationSpeedFactorRange = 1.0 1.0 12558 Flags = START_FRAME_FIRST 12559 End 12560 TransitionState = DOWN_DEFAULT UP_SNOW 12561 Model = ABSupplyCT_A6S 12562 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 12563 AnimationMode = ONCE 12564 AnimationSpeedFactorRange = 1.0 1.0 12565 Flags = START_FRAME_FIRST 12566 End 12567 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12568 Model = ABSupplyCT_A6SN 12569 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 12570 AnimationMode = ONCE 12571 AnimationSpeedFactorRange = 1.0 1.0 12572 Flags = START_FRAME_FIRST 12573 End 12574 TransitionState = UP_DAY DOWN_DEFAULT 12575 Model = ABSupplyCT_A6 12576 Animation = ABSupplyCT_A6.ABSupplyCT_A6 12577 AnimationMode = ONCE_BACKWARDS 12578 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12579 Flags = START_FRAME_LAST 12580 End 12581 TransitionState = UP_NIGHT DOWN_DEFAULT 12582 Model = ABSupplyCT_A6N 12583 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 12584 AnimationMode = ONCE_BACKWARDS 12585 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12586 Flags = START_FRAME_LAST 12587 End 12588 TransitionState = UP_SNOW DOWN_DEFAULT 12589 Model = ABSupplyCT_A6S 12590 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 12591 AnimationMode = ONCE_BACKWARDS 12592 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12593 Flags = START_FRAME_LAST 12594 End 12595 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12596 Model = ABSupplyCT_A6SN 12597 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 12598 AnimationMode = ONCE_BACKWARDS 12599 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12600 Flags = START_FRAME_LAST 12601 End 12602 End 12603 12604 ; ------------ being-constructed crane ----------------- 12605 Draw = W3DModelDraw ModuleTag_04 12606 AnimationsRequirePower = No 12607 DefaultConditionState 12608 Model = None 12609 TransitionKey = DOWN_DEFAULT 12610 End 12611 ConditionState = NIGHT 12612 Model = None 12613 TransitionKey = DOWN_DEFAULT 12614 End 12615 ConditionState = SNOW 12616 Model = None 12617 TransitionKey = DOWN_DEFAULT 12618 End 12619 ConditionState = SNOW NIGHT 12620 Model = None 12621 TransitionKey = DOWN_DEFAULT 12622 End 12623 ConditionState = SOLD 12624 Model = NONE 12625 End 12626 12627 ConditionState = ACTIVELY_BEING_CONSTRUCTED 12628 Model = ABSupplyCT_A5 12629 Animation = ABSupplyCT_A5.ABSupplyCT_A5 12630 AnimationMode = LOOP 12631 TransitionKey = UP_DAY 12632 End 12633 12634 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 12635 Model = ABSupplyCT_A5N 12636 Animation = ABSupplyCT_A5N.ABSupplyCT_A5N 12637 AnimationMode = LOOP 12638 TransitionKey = UP_NIGHT 12639 End 12640 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 12641 Model = ABSupplyCT_A5S 12642 Animation = ABSupplyCT_A5S.ABSupplyCT_A5S 12643 AnimationMode = LOOP 12644 TransitionKey = UP_SNOW 12645 End 12646 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 12647 Model = ABSupplyCT_A5SN 12648 Animation = ABSupplyCT_A5SN.ABSupplyCT_A5SN 12649 AnimationMode = LOOP 12650 TransitionKey = UP_SNOWNIGHT 12651 End 12652 TransitionState = DOWN_DEFAULT UP_DAY 12653 Model = ABSupplyCT_AB 12654 Animation = ABSupplyCT_AB.ABSupplyCT_AB 12655 AnimationMode = ONCE 12656 AnimationSpeedFactorRange = 1.0 1.0 12657 Flags = START_FRAME_FIRST 12658 End 12659 12660 TransitionState = DOWN_DEFAULT UP_NIGHT 12661 Model = ABSupplyCT_ABN 12662 Animation = ABSupplyCT_ABN.ABSupplyCT_ABN 12663 AnimationMode = ONCE 12664 AnimationSpeedFactorRange = 1.0 1.0 12665 Flags = START_FRAME_FIRST 12666 End 12667 TransitionState = DOWN_DEFAULT UP_SNOW 12668 Model = ABSupplyCT_ABS 12669 Animation = ABSupplyCT_ABS.ABSupplyCT_ABS 12670 AnimationMode = ONCE 12671 AnimationSpeedFactorRange = 1.0 1.0 12672 Flags = START_FRAME_FIRST 12673 End 12674 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12675 Model = ABSupplyCT_ABSN 12676 Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN 12677 AnimationMode = ONCE 12678 AnimationSpeedFactorRange = 1.0 1.0 12679 Flags = START_FRAME_FIRST 12680 End 12681 TransitionState = UP_DAY DOWN_DEFAULT 12682 Model = ABSupplyCT_AB 12683 Animation = ABSupplyCT_AB.ABSupplyCT_AB 12684 AnimationMode = ONCE_BACKWARDS 12685 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12686 Flags = START_FRAME_LAST 12687 End 12688 TransitionState = UP_NIGHT DOWN_DEFAULT 12689 Model = ABSupplyCT_ABN 12690 Animation = ABSupplyCT_ABN.ABSupplyCT_ABN 12691 AnimationMode = ONCE_BACKWARDS 12692 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12693 Flags = START_FRAME_LAST 12694 End 12695 TransitionState = UP_SNOW DOWN_DEFAULT 12696 Model = ABSupplyCT_ABS 12697 Animation = ABSupplyCT_ABS.ABSupplyCT_ABS 12698 AnimationMode = ONCE_BACKWARDS 12699 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12700 Flags = START_FRAME_LAST 12701 End 12702 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12703 Model = ABSupplyCT_ABSN 12704 Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN 12705 AnimationMode = ONCE_BACKWARDS 12706 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12707 Flags = START_FRAME_LAST 12708 End 12709 End 12710 12711 ; ------------ Grabbing box crane arm ----------------- 12712 Draw = W3DModelDraw ModuleTag_19 12713 OkToChangeModelColor = Yes 12714 ConditionState = NONE ; sit there 12715 Model = ABSupplyCT_A8 12716 Animation = ABSupplyCT_A8.ABSupplyCT_A8 12717 AnimationMode = LOOP 12718 Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12719 WaitForStateToFinishIfPossible = TRANS_Playing 12720 End 12721 AliasConditionState = NIGHT 12722 AliasConditionState = SNOW 12723 AliasConditionState = NIGHT SNOW 12724 AliasConditionState = DAMAGED 12725 AliasConditionState = NIGHT DAMAGED 12726 AliasConditionState = SNOW DAMAGED 12727 AliasConditionState = NIGHT SNOW DAMAGED 12728 AliasConditionState = REALLYDAMAGED RUBBLE 12729 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 12730 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 12731 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 12732 12733 ConditionState = DOCKING_ACTIVE ; play arm box anim once 12734 Model = ABSupplyCT_A7 12735 Animation = ABSupplyCT_A7.ABSupplyCT_A7 12736 AnimationMode = ONCE 12737 Flags = START_FRAME_FIRST 12738 TransitionKey = TRANS_Playing 12739 End 12740 AliasConditionState = NIGHT DOCKING_ACTIVE 12741 AliasConditionState = SNOW DOCKING_ACTIVE 12742 AliasConditionState = NIGHT SNOW DOCKING_ACTIVE 12743 AliasConditionState = DAMAGED DOCKING_ACTIVE 12744 AliasConditionState = NIGHT DAMAGED DOCKING_ACTIVE 12745 AliasConditionState = SNOW DAMAGED DOCKING_ACTIVE 12746 AliasConditionState = NIGHT SNOW DAMAGED DOCKING_ACTIVE 12747 AliasConditionState = REALLYDAMAGED RUBBLE DOCKING_ACTIVE 12748 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOCKING_ACTIVE 12749 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE 12750 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE 12751 12752 End 12753 12754 ; ------------ Spinny Belt ----------------- 12755 Draw = W3DModelDraw ModuleTag_SpinnyBelt 12756 OkToChangeModelColor = Yes 12757 ConditionState = NONE ; sit there 12758 Model = ABSupplyCT_A9 12759 Animation = ABSupplyCT_A9.ABSupplyCT_A9 12760 AnimationMode = LOOP 12761 End 12762 AliasConditionState = NIGHT 12763 AliasConditionState = SNOW 12764 AliasConditionState = NIGHT SNOW 12765 AliasConditionState = DAMAGED 12766 AliasConditionState = NIGHT DAMAGED 12767 AliasConditionState = SNOW DAMAGED 12768 AliasConditionState = NIGHT SNOW DAMAGED 12769 AliasConditionState = REALLYDAMAGED RUBBLE 12770 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 12771 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 12772 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 12773 12774 12775 ;************************************************************************************************************************** 12776 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12777 ;for this draw module 12778 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12779 Model = ABSupplyCT_A9 12780 Animation = ABSupplyCT_A9.ABSupplyCT_A9 12781 AnimationMode = LOOP 12782 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 12783 End 12784 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12785 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12786 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12787 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12788 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 12789 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 12790 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 12791 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12792 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 12793 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 12794 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 12795 12796 12797 ConditionState = AWAITING_CONSTRUCTION 12798 Model = NONE 12799 End 12800 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12801 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12802 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12803 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12804 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12805 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12806 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12807 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12808 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12809 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12810 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12811 AliasConditionState = SOLD 12812 AliasConditionState = SOLD DAMAGED 12813 AliasConditionState = SOLD REALLYDAMAGED 12814 AliasConditionState = SOLD NIGHT 12815 AliasConditionState = SOLD NIGHT DAMAGED 12816 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12817 AliasConditionState = SOLD SNOW 12818 AliasConditionState = SOLD SNOW DAMAGED 12819 AliasConditionState = SOLD SNOW REALLYDAMAGED 12820 AliasConditionState = SOLD NIGHT SNOW 12821 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12822 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12823 ;************************************************************************************************************************** 12824 End 12825 12826 PlacementViewAngle = -45 12827 12828 ; ***DESIGN parameters *** 12829 DisplayName = OBJECT:SupplyCenter 12830 Side = AmericaSuperWeaponGeneral 12831 EditorSorting = STRUCTURE 12832 Prerequisites 12833 Object = SupW_AmericaPowerPlant 12834 End 12835 12836 12837 BuildCost = 2000 12838 RefundValue = 400 ; With nothing (or zero) listed, we sell for half price. 12839 BuildTime = 10.0 ; in seconds 12840 EnergyProduction = -1 12841 CommandSet = SupW_AmericaSupplyCenterCommandSet 12842 VisionRange = 200.0 ; Shroud clearing distance 12843 ShroudClearingRange = 200 12844 ArmorSet 12845 Conditions = None 12846 Armor = StructureArmor 12847 DamageFX = StructureDamageFXNoShake 12848 End 12849 ExperienceValue = 200 200 200 200 ; Experience point value at each level 12850 12851 ; *** AUDIO Parameters *** 12852 VoiceSelect = SupplyCenterUSASelect 12853 SoundOnDamaged = BuildingDamagedStateLight 12854 SoundOnReallyDamaged = BuildingDestroy 12855 12856 UnitSpecificSounds 12857 UnderConstruction = UnderConstructionLoop 12858 End 12859 12860 ; *** ENGINEERING Parameters *** 12861 RadarPriority = STRUCTURE 12862 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 12863 Body = StructureBody ModuleTag_05 12864 MaxHealth = 2000.0 12865 InitialHealth = 2000.0 12866 12867 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 12868 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 12869 SubdualDamageCap = 2200 12870 SubdualDamageHealRate = 500 12871 SubdualDamageHealAmount = 100 12872 End 12873 Behavior = SupplyCenterCreate ModuleTag_06 12874 ;nothing 12875 End 12876 Behavior = DestroyDie ModuleTag_07 12877 ;nothing 12878 End 12879 Behavior = CreateObjectDie ModuleTag_08 12880 CreationList = SupW_OCL_AmericanRangerDebris03 12881 ExemptStatus = UNDER_CONSTRUCTION 12882 End 12883 Behavior = ProductionUpdate ModuleTag_09 12884 ; nothing 12885 End 12886 Behavior = SupplyCenterProductionExitUpdate ModuleTag_10 12887 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 12888 NaturalRallyPoint = X: 44.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 12889 End 12890 Behavior = BaseRegenerateUpdate ModuleTag_11 12891 ;No data 12892 End 12893 Behavior = SpawnBehavior ModuleTag_12 12894 SpawnNumber = 1 12895 SpawnReplaceDelay = 9999 12896 SpawnTemplateName = SupW_AmericaVehicleChinook 12897 OneShot = Yes 12898 CanReclaimOrphans = No 12899 SlavesHaveFreeWill = Yes 12900 End 12901 12902 Behavior = SupplyCenterDockUpdate ModuleTag_13 12903 NumberApproachPositions = 9 ; There are 9 approach bones in the art 12904 End 12905 12906 Behavior = FlammableUpdate ModuleTag_15 12907 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12908 AflameDamageAmount = 5 ; taking this much damage... 12909 AflameDamageDelay = 500 ; this often. 12910 End 12911 12912 Behavior = CreateObjectDie ModuleTag_16 12913 CreationList = OCL_LargeStructureDebris 12914 End 12915 Behavior = FXListDie ModuleTag_17 12916 DeathFX = FX_StructureSmallDeath 12917 End 12918 12919 Behavior = TransitionDamageFX ModuleTag_18 12920 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 12921 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12922 ;--------------------------------------------------------------------------------------- 12923 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12924 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12925 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12926 End 12927 12928 Geometry = BOX 12929 GeometryMajorRadius = 44.0 12930 GeometryMinorRadius = 45.0 12931 GeometryHeight = 24.0 12932 GeometryIsSmall = No 12933 Shadow = SHADOW_VOLUME 12934 BuildCompletion = PLACED_BY_PLAYER 12935 12936 End 12937 12938 ;------------------------------------------------------------------------------ 12939 Object SupW_AmericaSupplyDropZone 12940 12941 ; *** ART Parameters *** 12942 SelectPortrait = SADropZone_L 12943 ButtonImage = SADropZone 12944 Draw = W3DModelDraw ModuleTag_01 12945 OkToChangeModelColor = Yes 12946 ConditionState = NONE 12947 Model = ABSupDrop 12948 ParticleSysBone = Flare01 LandingZoneSmoke 12949 Animation = ABSupDrop.ABSupDrop 12950 AnimationMode = LOOP 12951 End 12952 12953 ConditionState = DAMAGED 12954 Model = ABSupDrop_D 12955 ParticleSysBone = Flare01 LandingZoneSmoke 12956 Animation = ABSupDrop_D.ABSupDrop_D 12957 AnimationMode = LOOP 12958 End 12959 12960 ConditionState = REALLYDAMAGED RUBBLE 12961 Model = ABSupDrop_E 12962 ParticleSysBone = Flare01 LandingZoneSmoke 12963 Animation = ABSupDrop_E.ABSupDrop_E 12964 AnimationMode = LOOP 12965 End 12966 12967 ConditionState = NIGHT 12968 Model = ABSupDrop_N 12969 ParticleSysBone = Flare01 LandingZoneSmoke 12970 Animation = ABSupDrop_N.ABSupDrop_N 12971 AnimationMode = LOOP 12972 End 12973 12974 ConditionState = DAMAGED NIGHT 12975 Model = ABSupDrop_DN 12976 ParticleSysBone = Flare01 LandingZoneSmoke 12977 Animation = ABSupDrop_DN.ABSupDrop_DN 12978 AnimationMode = LOOP 12979 End 12980 12981 ConditionState = REALLYDAMAGED RUBBLE NIGHT 12982 Model = ABSupDrop_EN 12983 ParticleSysBone = Flare01 LandingZoneSmoke 12984 Animation = ABSupDrop_EN.ABSupDrop_EN 12985 AnimationMode = LOOP 12986 End 12987 12988 ;----------- SNOW 12989 12990 ConditionState = SNOW 12991 Model = ABSupDrop_S 12992 ParticleSysBone = Flare01 LandingZoneSmoke 12993 Animation = ABSupDrop_S.ABSupDrop_S 12994 AnimationMode = LOOP 12995 End 12996 12997 ConditionState = DAMAGED SNOW 12998 Model = ABSupDrop_DS 12999 ParticleSysBone = Flare01 LandingZoneSmoke 13000 Animation = ABSupDrop_DS.ABSupDrop_DS 13001 13002 AnimationMode = LOOP 13003 End 13004 13005 ConditionState = REALLYDAMAGED RUBBLE SNOW 13006 Model = ABSupDrop_ES 13007 ParticleSysBone = Flare01 LandingZoneSmoke 13008 Animation = ABSupDrop_ES.ABSupDrop_ES 13009 AnimationMode = LOOP 13010 End 13011 13012 ;---------- SNOW NIGHT 13013 13014 ConditionState = NIGHT SNOW 13015 Model = ABSupDrop_NS 13016 ParticleSysBone = Flare01 LandingZoneSmoke 13017 Animation = ABSupDrop_NS.ABSupDrop_NS 13018 AnimationMode = LOOP 13019 End 13020 13021 ConditionState = DAMAGED NIGHT SNOW 13022 Model = ABSupDrop_DNS 13023 ParticleSysBone = Flare01 LandingZoneSmoke 13024 Animation = ABSupDrop_DNS.ABSupDrop_DNS 13025 AnimationMode = LOOP 13026 End 13027 13028 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 13029 Model = ABSupDrop_ENS 13030 ParticleSysBone = Flare01 LandingZoneSmoke 13031 Animation = ABSupDrop_ENS.ABSupDrop_ENS 13032 AnimationMode = LOOP 13033 End 13034 13035 ;************************************************************************************************************************** 13036 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13037 ;for this draw module 13038 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13039 Model = ABSupDrop 13040 Animation = ABSupDrop.ABSupDrop 13041 AnimationMode = LOOP 13042 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13043 End 13044 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13045 Model = ABSupDrop_D 13046 Animation = ABSupDrop_D.ABSupDrop_D 13047 AnimationMode = LOOP 13048 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13049 End 13050 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13051 Model = ABSupDrop_E 13052 Animation = ABSupDrop_E.ABSupDrop_E 13053 AnimationMode = LOOP 13054 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13055 End 13056 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13057 Model = ABSupDrop_N 13058 Animation = ABSupDrop_N.ABSupDrop_N 13059 AnimationMode = LOOP 13060 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13061 End 13062 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13063 Model = ABSupDrop_DN 13064 Animation = ABSupDrop_DN.ABSupDrop_DN 13065 AnimationMode = LOOP 13066 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13067 End 13068 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13069 Model = ABSupDrop_EN 13070 Animation = ABSupDrop_EN.ABSupDrop_EN 13071 AnimationMode = LOOP 13072 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13073 End 13074 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13075 Model = ABSupDrop_S 13076 Animation = ABSupDrop_S.ABSupDrop_S 13077 AnimationMode = LOOP 13078 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13079 End 13080 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13081 Model = ABSupDrop_DS 13082 Animation = ABSupDrop_DS.ABSupDrop_DS 13083 AnimationMode = LOOP 13084 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13085 End 13086 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13087 Model = ABSupDrop_ES 13088 Animation = ABSupDrop_ES.ABSupDrop_ES 13089 AnimationMode = LOOP 13090 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13091 End 13092 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13093 Model = ABSupDrop_NS 13094 Animation = ABSupDrop_NS.ABSupDrop_NS 13095 AnimationMode = LOOP 13096 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13097 End 13098 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13099 Model = ABSupDrop_DNS 13100 Animation = ABSupDrop_DNS.ABSupDrop_DNS 13101 AnimationMode = LOOP 13102 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13103 End 13104 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13105 Model = ABSupDrop_ENS 13106 Animation = ABSupDrop_ENS.ABSupDrop_ENS 13107 AnimationMode = LOOP 13108 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13109 End 13110 13111 ConditionState = AWAITING_CONSTRUCTION 13112 Model = NONE 13113 End 13114 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13115 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13116 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13117 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13118 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13119 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13120 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13121 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13122 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13123 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13124 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13125 AliasConditionState = SOLD 13126 AliasConditionState = SOLD DAMAGED 13127 AliasConditionState = SOLD REALLYDAMAGED 13128 AliasConditionState = SOLD NIGHT 13129 AliasConditionState = SOLD NIGHT DAMAGED 13130 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13131 AliasConditionState = SOLD SNOW 13132 AliasConditionState = SOLD SNOW DAMAGED 13133 AliasConditionState = SOLD SNOW REALLYDAMAGED 13134 AliasConditionState = SOLD NIGHT SNOW 13135 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13136 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13137 ;************************************************************************************************************************** 13138 13139 13140 13141 End 13142 13143 ; ------------ construction-zone fence ----------------- 13144 Draw = W3DModelDraw ModuleTag_02 13145 AnimationsRequirePower = No 13146 DefaultConditionState 13147 Model = None 13148 TransitionKey = DOWN_DEFAULT 13149 End 13150 ConditionState = NIGHT 13151 Model = None 13152 TransitionKey = DOWN_DEFAULT 13153 End 13154 ConditionState = SNOW 13155 Model = None 13156 TransitionKey = DOWN_DEFAULT 13157 End 13158 ConditionState = SNOW NIGHT 13159 Model = None 13160 TransitionKey = DOWN_DEFAULT 13161 End 13162 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13163 Model = ABSupDrop_A4 13164 Animation = ABSupDrop_A4.ABSupDrop_A4 13165 AnimationMode = MANUAL 13166 Flags = START_FRAME_LAST 13167 TransitionKey = UP_DAY 13168 End 13169 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13170 Model = ABSupDrop_A4N 13171 Animation = ABSupDrop_A4N.ABSupDrop_A4N 13172 AnimationMode = MANUAL 13173 Flags = START_FRAME_LAST 13174 TransitionKey = UP_NIGHT 13175 End 13176 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13177 Model = ABSupDrop_A4S 13178 Animation = ABSupDrop_A4S.ABSupDrop_A4S 13179 AnimationMode = MANUAL 13180 Flags = START_FRAME_LAST 13181 TransitionKey = UP_SNOW 13182 End 13183 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13184 Model = ABSupDrop_A4SN 13185 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 13186 AnimationMode = MANUAL 13187 Flags = START_FRAME_LAST 13188 TransitionKey = UP_SNOWNIGHT 13189 End 13190 TransitionState = DOWN_DEFAULT UP_DAY 13191 Model = ABSupDrop_A4 13192 Animation = ABSupDrop_A4.ABSupDrop_A4 13193 AnimationMode = ONCE 13194 AnimationSpeedFactorRange = 1.0 1.0 13195 Flags = START_FRAME_FIRST 13196 End 13197 TransitionState = DOWN_DEFAULT UP_NIGHT 13198 Model = ABSupDrop_A4N 13199 Animation = ABSupDrop_A4N.ABSupDrop_A4N 13200 AnimationMode = ONCE 13201 AnimationSpeedFactorRange = 1.0 1.0 13202 Flags = START_FRAME_FIRST 13203 End 13204 TransitionState = DOWN_DEFAULT UP_SNOW 13205 Model = ABSupDrop_A4S 13206 Animation = ABSupDrop_A4S.ABSupDrop_A4S 13207 AnimationMode = ONCE 13208 AnimationSpeedFactorRange = 1.0 1.0 13209 Flags = START_FRAME_FIRST 13210 End 13211 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13212 Model = ABSupDrop_A4SN 13213 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 13214 AnimationMode = ONCE 13215 AnimationSpeedFactorRange = 1.0 1.0 13216 Flags = START_FRAME_FIRST 13217 End 13218 TransitionState = UP_DAY DOWN_DEFAULT 13219 Model = ABSupDrop_A4 13220 Animation = ABSupDrop_A4.ABSupDrop_A4 13221 AnimationMode = ONCE_BACKWARDS 13222 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13223 Flags = START_FRAME_LAST 13224 End 13225 TransitionState = UP_NIGHT DOWN_DEFAULT 13226 Model = ABSupDrop_A4N 13227 Animation = ABSupDrop_A4N.ABSupDrop_A4N 13228 AnimationMode = ONCE_BACKWARDS 13229 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13230 Flags = START_FRAME_LAST 13231 End 13232 TransitionState = UP_SNOW DOWN_DEFAULT 13233 Model = ABSupDrop_A4S 13234 Animation = ABSupDrop_A4S.ABSupDrop_A4S 13235 AnimationMode = ONCE_BACKWARDS 13236 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13237 Flags = START_FRAME_LAST 13238 End 13239 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13240 Model = ABSupDrop_A4SN 13241 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 13242 AnimationMode = ONCE_BACKWARDS 13243 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13244 Flags = START_FRAME_LAST 13245 End 13246 End 13247 13248 ; ------------ under-construction scaffolding ----------------- 13249 Draw = W3DModelDraw ModuleTag_03 13250 AnimationsRequirePower = No 13251 MinLODRequired = MEDIUM 13252 DefaultConditionState 13253 Model = None 13254 TransitionKey = DOWN_DEFAULT 13255 End 13256 ConditionState = NIGHT 13257 Model = None 13258 TransitionKey = DOWN_DEFAULT 13259 End 13260 ConditionState = SNOW 13261 Model = None 13262 TransitionKey = DOWN_DEFAULT 13263 End 13264 ConditionState = SNOW NIGHT 13265 Model = None 13266 TransitionKey = DOWN_DEFAULT 13267 End 13268 ConditionState = PARTIALLY_CONSTRUCTED 13269 Model = ABSupDrop_A6 13270 Animation = ABSupDrop_A6.ABSupDrop_A6 13271 AnimationMode = MANUAL 13272 Flags = START_FRAME_LAST 13273 TransitionKey = UP_DAY 13274 ParticleSysBone = Sparks01 BuildUpBlueSpark 13275 ParticleSysBone = Sparks02 BuildUpBlueSpark 13276 ParticleSysBone = Sparks03 BuildUpBlueSpark 13277 ParticleSysBone = Sparks04 BuildUpBlueSpark 13278 ParticleSysBone = Sparks05 BuildUpBlueSpark 13279 ParticleSysBone = Sparks06 BuildUpBlueSpark 13280 End 13281 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 13282 Model = ABSupDrop_A6N 13283 Animation = ABSupDrop_A6N.ABSupDrop_A6N 13284 AnimationMode = MANUAL 13285 Flags = START_FRAME_LAST 13286 TransitionKey = UP_NIGHT 13287 ParticleSysBone = Sparks01 BuildUpBlueSpark 13288 ParticleSysBone = Sparks02 BuildUpBlueSpark 13289 ParticleSysBone = Sparks03 BuildUpBlueSpark 13290 ParticleSysBone = Sparks04 BuildUpBlueSpark 13291 ParticleSysBone = Sparks05 BuildUpBlueSpark 13292 ParticleSysBone = Sparks06 BuildUpBlueSpark 13293 End 13294 ConditionState = SNOW PARTIALLY_CONSTRUCTED 13295 Model = ABSupDrop_A6S 13296 Animation = ABSupDrop_A6S.ABSupDrop_A6S 13297 AnimationMode = MANUAL 13298 Flags = START_FRAME_LAST 13299 TransitionKey = UP_SNOW 13300 ParticleSysBone = Sparks01 BuildUpBlueSpark 13301 ParticleSysBone = Sparks02 BuildUpBlueSpark 13302 ParticleSysBone = Sparks03 BuildUpBlueSpark 13303 ParticleSysBone = Sparks04 BuildUpBlueSpark 13304 ParticleSysBone = Sparks05 BuildUpBlueSpark 13305 ParticleSysBone = Sparks06 BuildUpBlueSpark 13306 End 13307 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 13308 Model = ABSupDrop_A6SN 13309 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 13310 AnimationMode = MANUAL 13311 Flags = START_FRAME_LAST 13312 TransitionKey = UP_SNOWNIGHT 13313 ParticleSysBone = Sparks01 BuildUpBlueSpark 13314 ParticleSysBone = Sparks02 BuildUpBlueSpark 13315 ParticleSysBone = Sparks03 BuildUpBlueSpark 13316 ParticleSysBone = Sparks04 BuildUpBlueSpark 13317 ParticleSysBone = Sparks05 BuildUpBlueSpark 13318 ParticleSysBone = Sparks06 BuildUpBlueSpark 13319 End 13320 TransitionState = DOWN_DEFAULT UP_DAY 13321 Model = ABSupDrop_A6 13322 Animation = ABSupDrop_A6.ABSupDrop_A6 13323 AnimationMode = ONCE 13324 AnimationSpeedFactorRange = 1.0 1.0 13325 Flags = START_FRAME_FIRST 13326 End 13327 TransitionState = DOWN_DEFAULT UP_NIGHT 13328 Model = ABSupDrop_A6N 13329 Animation = ABSupDrop_A6N.ABSupDrop_A6N 13330 AnimationMode = ONCE 13331 AnimationSpeedFactorRange = 1.0 1.0 13332 Flags = START_FRAME_FIRST 13333 End 13334 TransitionState = DOWN_DEFAULT UP_SNOW 13335 Model = ABSupDrop_A6S 13336 Animation = ABSupDrop_A6S.ABSupDrop_A6S 13337 AnimationMode = ONCE 13338 AnimationSpeedFactorRange = 1.0 1.0 13339 Flags = START_FRAME_FIRST 13340 End 13341 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13342 Model = ABSupDrop_A6SN 13343 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 13344 AnimationMode = ONCE 13345 AnimationSpeedFactorRange = 1.0 1.0 13346 Flags = START_FRAME_FIRST 13347 End 13348 TransitionState = UP_DAY DOWN_DEFAULT 13349 Model = ABSupDrop_A6 13350 Animation = ABSupDrop_A6.ABSupDrop_A6 13351 AnimationMode = ONCE_BACKWARDS 13352 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13353 Flags = START_FRAME_LAST 13354 End 13355 TransitionState = UP_NIGHT DOWN_DEFAULT 13356 Model = ABSupDrop_A6N 13357 Animation = ABSupDrop_A6N.ABSupDrop_A6N 13358 AnimationMode = ONCE_BACKWARDS 13359 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13360 Flags = START_FRAME_LAST 13361 End 13362 TransitionState = UP_SNOW DOWN_DEFAULT 13363 Model = ABSupDrop_A6S 13364 Animation = ABSupDrop_A6S.ABSupDrop_A6S 13365 AnimationMode = ONCE_BACKWARDS 13366 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13367 Flags = START_FRAME_LAST 13368 End 13369 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13370 Model = ABSupDrop_A6SN 13371 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 13372 AnimationMode = ONCE_BACKWARDS 13373 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13374 Flags = START_FRAME_LAST 13375 End 13376 End 13377 PlacementViewAngle = -45 13378 13379 ; ***DESIGN parameters *** 13380 DisplayName = OBJECT:AmericaSupplyDropZone 13381 Side = AmericaSuperWeaponGeneral 13382 EditorSorting = STRUCTURE 13383 BuildCost = 2500 13384 BuildTime = 45.0 ; in seconds 13385 Prerequisites 13386 Object = SupW_AmericaStrategyCenter 13387 End 13388 EnergyProduction = -4 13389 ShroudClearingRange = 100 13390 ArmorSet 13391 Conditions = None 13392 Armor = StructureArmor 13393 DamageFX = StructureDamageFXNoShake 13394 End 13395 ExperienceValue = 200 200 200 200 ; Experience point value at each level 13396 13397 ; *** AUDIO Parameters *** 13398 VoiceSelect = SupplyDropZoneSelect 13399 13400 UnitSpecificSounds 13401 UnderConstruction = UnderConstructionLoop 13402 End 13403 13404 13405 ; *** ENGINEERING Parameters *** 13406 ; Please note that this structure is not a kindof IMMUNE_TO_CAPTURE, ther is code that allows 13407 ; CAPTURABLE+STRUCTUES, and FS_TECHNOLOGY kindofs to be disabled, unless explicitly IMMUNE_TO_CAPTURE... 13408 ; If this boggles too much, then it is time for a KINDOF_DISABLEABLE!--ML 13409 KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_SUPPLY_DROPZONE 13410 RadarPriority = STRUCTURE 13411 13412 Body = ActiveBody ModuleTag_04 13413 MaxHealth = 1000.0 13414 InitialHealth = 1000.0 13415 13416 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 13417 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 13418 SubdualDamageCap = 1200 13419 SubdualDamageHealRate = 500 13420 SubdualDamageHealAmount = 100 13421 End 13422 13423 Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet 13424 OCL = OCL_AmericaSupplyDropZoneCrateDrop 13425 MinDelay = 120000 13426 MaxDelay = 120000 13427 CreateAtEdge = Yes ; as opposed to just creating on self 13428 End 13429 13430 Behavior = DestroyDie ModuleTag_06 13431 End 13432 13433 Behavior = CreateObjectDie ModuleTag_07 13434 CreationList = SupW_OCL_AmericanRangerDebris03 13435 ExemptStatus = UNDER_CONSTRUCTION 13436 End 13437 13438 Behavior = CreateObjectDie ModuleTag_08 13439 CreationList = OCL_LargeStructureDebris 13440 End 13441 13442 Behavior = FlammableUpdate ModuleTag_09 13443 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13444 AflameDamageAmount = 5 ; taking this much damage... 13445 AflameDamageDelay = 500 ; this often. 13446 End 13447 13448 Behavior = FXListDie ModuleTag_10 13449 DeathFX = FX_StructureMediumDeath 13450 End 13451 13452 Behavior = BaseRegenerateUpdate ModuleTag_11 13453 ;No data 13454 End 13455 13456 Behavior = TransitionDamageFX ModuleTag_31 13457 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 13458 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13459 ;--------------------------------------------------------------------------------------- 13460 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13461 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 13462 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 13463 End 13464 13465 Geometry = BOX 13466 GeometryMajorRadius = 27.0 13467 GeometryMinorRadius = 27.0 13468 GeometryHeight = 9.0 13469 GeometryIsSmall = No 13470 Shadow = SHADOW_VOLUME 13471 13472 End 13473 13474 13475 13476 13477 ;------------------------------------------------------------------------------ 13478 Object SupW_AmericaBarracks 13479 13480 ; *** ART Parameters *** 13481 SelectPortrait = SABarracks_L 13482 ButtonImage = SABarracks 13483 PlacementViewAngle = -45 13484 13485 ;Main barracks model 13486 Draw = W3DModelDraw ModuleTag_01 13487 OkToChangeModelColor = Yes 13488 13489 ;DAY ******************************* 13490 ConditionState = NONE 13491 Model = ABBARRACKS 13492 Animation = ABBarracks.ABBarracks 13493 AnimationMode = LOOP 13494 End 13495 ConditionState = DAMAGED 13496 Model = ABBarracks_D 13497 Animation = ABBarracks_D.ABBarracks_D 13498 AnimationMode = LOOP 13499 End 13500 ConditionState = REALLYDAMAGED RUBBLE 13501 Model = ABBarracks_E 13502 Animation = ABBarracks_E.ABBarracks_E 13503 AnimationMode = LOOP 13504 End 13505 13506 13507 ;NIGHT ***************************** 13508 ConditionState = NIGHT 13509 Model = ABBARRACKS_N 13510 Animation = ABBarracks_N.ABBarracks_N 13511 AnimationMode = LOOP 13512 End 13513 ConditionState = DAMAGED NIGHT 13514 Model = ABBarracks_DN 13515 Animation = ABBarracks_DN.ABBarracks_DN 13516 AnimationMode = LOOP 13517 End 13518 ConditionState = REALLYDAMAGED RUBBLE NIGHT 13519 Model = ABBarracks_EN 13520 Animation = ABBarracks_EN.ABBarracks_EN 13521 AnimationMode = LOOP 13522 End 13523 13524 13525 ;SNOW ****************************** 13526 ConditionState = SNOW 13527 Model = ABBARRACKS_S 13528 Animation = ABBarracks_S.ABBarracks_S 13529 AnimationMode = LOOP 13530 End 13531 ConditionState = DAMAGED SNOW 13532 Model = ABBarracks_DS 13533 Animation = ABBarracks_DS.ABBarracks_DS 13534 AnimationMode = LOOP 13535 End 13536 ConditionState = REALLYDAMAGED RUBBLE SNOW 13537 Model = ABBarracks_ES 13538 Animation = ABBarracks_ES.ABBarracks_ES 13539 AnimationMode = LOOP 13540 End 13541 13542 13543 ;SNOW AND NIGHT ******************** 13544 ConditionState = SNOW NIGHT 13545 Model = ABBARRACKS_NS 13546 Animation = ABBarracks_NS.ABBarracks_NS 13547 AnimationMode = LOOP 13548 End 13549 ConditionState = DAMAGED SNOW NIGHT 13550 Model = ABBarracks_DNS 13551 Animation = ABBarracks_DNS.ABBarracks_DNS 13552 AnimationMode = LOOP 13553 End 13554 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 13555 Model = ABBarracks_ENS 13556 Animation = ABBarracks_ENS.ABBarracks_ENS 13557 AnimationMode = LOOP 13558 End 13559 13560 13561 ;************************************************************************************************************************** 13562 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13563 ;for this draw module 13564 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13565 Model = ABBarracks 13566 Animation = ABBarracks.ABBarracks 13567 AnimationMode = LOOP 13568 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13569 End 13570 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13571 Model = ABBarracks_D 13572 Animation = ABBarracks_D.ABBarracks_D 13573 AnimationMode = LOOP 13574 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13575 End 13576 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13577 Model = ABBarracks_E 13578 Animation = ABBarracks_E.ABBarracks_E 13579 AnimationMode = LOOP 13580 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13581 End 13582 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13583 Model = ABBarracks_N 13584 Animation = ABBarracks_N.ABBarracks_N 13585 AnimationMode = LOOP 13586 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13587 End 13588 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13589 Model = ABBarracks_DN 13590 Animation = ABBarracks_DN.ABBarracks_DN 13591 AnimationMode = LOOP 13592 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13593 End 13594 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13595 Model = ABBarracks_EN 13596 Animation = ABBarracks_EN.ABBarracks_EN 13597 AnimationMode = LOOP 13598 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13599 End 13600 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13601 Model = ABBarracks_S 13602 Animation = ABBarracks_S.ABBarracks_S 13603 AnimationMode = LOOP 13604 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13605 End 13606 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13607 Model = ABBarracks_DS 13608 Animation = ABBarracks_DS.ABBarracks_DS 13609 AnimationMode = LOOP 13610 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13611 End 13612 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13613 Model = ABBarracks_ES 13614 Animation = ABBarracks_ES.ABBarracks_ES 13615 AnimationMode = LOOP 13616 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13617 End 13618 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13619 Model = ABBarracks_NS 13620 Animation = ABBarracks_NS.ABBarracks_NS 13621 AnimationMode = LOOP 13622 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13623 End 13624 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13625 Model = ABBarracks_DNS 13626 Animation = ABBarracks_DNS.ABBarracks_DNS 13627 AnimationMode = LOOP 13628 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13629 End 13630 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13631 Model = ABBarracks_ENS 13632 Animation = ABBarracks_ENS.ABBarracks_ENS 13633 AnimationMode = LOOP 13634 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13635 End 13636 13637 ConditionState = AWAITING_CONSTRUCTION 13638 Model = NONE 13639 End 13640 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13641 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13642 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13643 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13644 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13645 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13646 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13647 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13648 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13649 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13650 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13651 AliasConditionState = SOLD 13652 AliasConditionState = SOLD DAMAGED 13653 AliasConditionState = SOLD REALLYDAMAGED 13654 AliasConditionState = SOLD NIGHT 13655 AliasConditionState = SOLD NIGHT DAMAGED 13656 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13657 AliasConditionState = SOLD SNOW 13658 AliasConditionState = SOLD SNOW DAMAGED 13659 AliasConditionState = SOLD SNOW REALLYDAMAGED 13660 AliasConditionState = SOLD NIGHT SNOW 13661 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13662 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13663 ;************************************************************************************************************************** 13664 13665 End 13666 13667 ; Draw = W3DModelDraw ModuleTag_TestFlag 13668 ; DefaultConditionState 13669 ; Model = ABBarracks_FA 13670 ; Animation = ABBarracks_FA.ABBarracks_FA 13671 ; AnimationMode = LOOP 13672 ; End 13673 ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13674 ; Model = None 13675 ; End 13676 ; End 13677 13678 ; ------------ construction-zone fence ----------------- 13679 Draw = W3DModelDraw ModuleTag_02 13680 AnimationsRequirePower = No 13681 DefaultConditionState 13682 Model = None 13683 TransitionKey = DOWN_DEFAULT 13684 End 13685 ConditionState = NIGHT 13686 Model = None 13687 TransitionKey = DOWN_DEFAULT 13688 End 13689 ConditionState = SNOW 13690 Model = None 13691 TransitionKey = DOWN_DEFAULT 13692 End 13693 ConditionState = SNOW NIGHT 13694 Model = None 13695 TransitionKey = DOWN_DEFAULT 13696 End 13697 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13698 Model = ABBarracks_A4 13699 Animation = ABBarracks_A4.ABBarracks_A4 13700 AnimationMode = MANUAL 13701 Flags = START_FRAME_LAST 13702 TransitionKey = UP_DAY 13703 ParticleSysBone = SparksS01 LiveWireSparks02 13704 End 13705 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13706 Model = ABBarracks_A4N 13707 Animation = ABBarracks_A4N.ABBarracks_A4N 13708 AnimationMode = MANUAL 13709 Flags = START_FRAME_LAST 13710 TransitionKey = UP_NIGHT 13711 ParticleSysBone = SparksS01 LiveWireSparks02 13712 End 13713 13714 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13715 Model = ABBarracks_A4S 13716 Animation = ABBarracks_A4S.ABBarracks_A4S 13717 AnimationMode = MANUAL 13718 Flags = START_FRAME_LAST 13719 TransitionKey = UP_SNOW 13720 ParticleSysBone = SparksS01 LiveWireSparks02 13721 End 13722 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13723 Model = ABBarracks_A4SN 13724 Animation = ABBarracks_A4SN.ABBarracks_A4SN 13725 AnimationMode = MANUAL 13726 Flags = START_FRAME_LAST 13727 TransitionKey = UP_SNOWNIGHT 13728 ParticleSysBone = SparksS01 LiveWireSparks02 13729 End 13730 TransitionState = DOWN_DEFAULT UP_DAY 13731 Model = ABBarracks_A4 13732 Animation = ABBarracks_A4.ABBarracks_A4 13733 AnimationMode = ONCE 13734 AnimationSpeedFactorRange = 1.0 1.0 13735 Flags = START_FRAME_FIRST 13736 End 13737 TransitionState = DOWN_DEFAULT UP_NIGHT 13738 Model = ABBarracks_A4N 13739 Animation = ABBarracks_A4N.ABBarracks_A4N 13740 AnimationMode = ONCE 13741 AnimationSpeedFactorRange = 1.0 1.0 13742 Flags = START_FRAME_FIRST 13743 End 13744 TransitionState = DOWN_DEFAULT UP_SNOW 13745 Model = ABBarracks_A4S 13746 Animation = ABBarracks_A4S.ABBarracks_A4S 13747 AnimationMode = ONCE 13748 AnimationSpeedFactorRange = 1.0 1.0 13749 Flags = START_FRAME_FIRST 13750 End 13751 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13752 Model = ABBarracks_A4SN 13753 Animation = ABBarracks_A4SN.ABBarracks_A4SN 13754 AnimationMode = ONCE 13755 AnimationSpeedFactorRange = 1.0 1.0 13756 Flags = START_FRAME_FIRST 13757 End 13758 TransitionState = UP_DAY DOWN_DEFAULT 13759 Model = ABBarracks_A4 13760 Animation = ABBarracks_A4.ABBarracks_A4 13761 AnimationMode = ONCE_BACKWARDS 13762 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13763 Flags = START_FRAME_LAST 13764 End 13765 TransitionState = UP_NIGHT DOWN_DEFAULT 13766 Model = ABBarracks_A4N 13767 Animation = ABBarracks_A4N.ABBarracks_A4N 13768 AnimationMode = ONCE_BACKWARDS 13769 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13770 Flags = START_FRAME_LAST 13771 End 13772 TransitionState = UP_SNOW DOWN_DEFAULT 13773 Model = ABBarracks_A4S 13774 Animation = ABBarracks_A4S.ABBarracks_A4S 13775 AnimationMode = ONCE_BACKWARDS 13776 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13777 Flags = START_FRAME_LAST 13778 End 13779 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13780 Model = ABBarracks_A4SN 13781 Animation = ABBarracks_A4SN.ABBarracks_A4SN 13782 AnimationMode = ONCE_BACKWARDS 13783 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13784 Flags = START_FRAME_LAST 13785 End 13786 End 13787 13788 ; ------------ under-construction scaffolding ----------------- 13789 Draw = W3DModelDraw ModuleTag_03 13790 AnimationsRequirePower = No 13791 MinLODRequired = MEDIUM 13792 DefaultConditionState 13793 Model = None 13794 TransitionKey = DOWN_DEFAULT 13795 End 13796 ConditionState = NIGHT 13797 Model = None 13798 TransitionKey = DOWN_DEFAULT 13799 End 13800 ConditionState = SNOW 13801 Model = None 13802 TransitionKey = DOWN_DEFAULT 13803 End 13804 ConditionState = SNOW NIGHT 13805 Model = None 13806 TransitionKey = DOWN_DEFAULT 13807 End 13808 ConditionState = PARTIALLY_CONSTRUCTED 13809 Model = ABBarracks_A6 13810 Animation = ABBarracks_A6.ABBarracks_A6 13811 AnimationMode = MANUAL 13812 Flags = START_FRAME_LAST 13813 TransitionKey = UP_DAY 13814 ParticleSysBone = Sparks01 BuildUpBlueSpark 13815 ParticleSysBone = Sparks02 BuildUpBlueSpark 13816 ParticleSysBone = Sparks03 BuildUpBlueSpark 13817 ParticleSysBone = Sparks04 BuildUpBlueSpark 13818 ParticleSysBone = Sparks05 BuildUpBlueSpark 13819 ParticleSysBone = Sparks06 BuildUpBlueSpark 13820 End 13821 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 13822 Model = ABBarracks_A6N 13823 Animation = ABBarracks_A6N.ABBarracks_A6N 13824 AnimationMode = MANUAL 13825 Flags = START_FRAME_LAST 13826 TransitionKey = UP_NIGHT 13827 ParticleSysBone = Sparks01 BuildUpBlueSpark 13828 ParticleSysBone = Sparks02 BuildUpBlueSpark 13829 ParticleSysBone = Sparks03 BuildUpBlueSpark 13830 ParticleSysBone = Sparks04 BuildUpBlueSpark 13831 ParticleSysBone = Sparks05 BuildUpBlueSpark 13832 ParticleSysBone = Sparks06 BuildUpBlueSpark 13833 End 13834 ConditionState = SNOW PARTIALLY_CONSTRUCTED 13835 Model = ABBarracks_A6S 13836 Animation = ABBarracks_A6S.ABBarracks_A6S 13837 AnimationMode = MANUAL 13838 Flags = START_FRAME_LAST 13839 TransitionKey = UP_SNOW 13840 ParticleSysBone = Sparks01 BuildUpBlueSpark 13841 ParticleSysBone = Sparks02 BuildUpBlueSpark 13842 ParticleSysBone = Sparks03 BuildUpBlueSpark 13843 ParticleSysBone = Sparks04 BuildUpBlueSpark 13844 ParticleSysBone = Sparks05 BuildUpBlueSpark 13845 ParticleSysBone = Sparks06 BuildUpBlueSpark 13846 End 13847 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 13848 Model = ABBarracks_A6SN 13849 Animation = ABBarracks_A6SN.ABBarracks_A6SN 13850 AnimationMode = MANUAL 13851 Flags = START_FRAME_LAST 13852 TransitionKey = UP_SNOWNIGHT 13853 ParticleSysBone = Sparks01 BuildUpBlueSpark 13854 ParticleSysBone = Sparks02 BuildUpBlueSpark 13855 ParticleSysBone = Sparks03 BuildUpBlueSpark 13856 ParticleSysBone = Sparks04 BuildUpBlueSpark 13857 ParticleSysBone = Sparks05 BuildUpBlueSpark 13858 ParticleSysBone = Sparks06 BuildUpBlueSpark 13859 End 13860 TransitionState = DOWN_DEFAULT UP_DAY 13861 Model = ABBarracks_A6 13862 Animation = ABBarracks_A6.ABBarracks_A6 13863 AnimationMode = ONCE 13864 AnimationSpeedFactorRange = 1.0 1.0 13865 Flags = START_FRAME_FIRST 13866 End 13867 TransitionState = DOWN_DEFAULT UP_NIGHT 13868 Model = ABBarracks_A6N 13869 Animation = ABBarracks_A6N.ABBarracks_A6N 13870 AnimationMode = ONCE 13871 AnimationSpeedFactorRange = 1.0 1.0 13872 Flags = START_FRAME_FIRST 13873 End 13874 TransitionState = DOWN_DEFAULT UP_SNOW 13875 Model = ABBarracks_A6S 13876 Animation = ABBarracks_A6S.ABBarracks_A6S 13877 AnimationMode = ONCE 13878 AnimationSpeedFactorRange = 1.0 1.0 13879 Flags = START_FRAME_FIRST 13880 End 13881 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13882 Model = ABBarracks_A6SN 13883 Animation = ABBarracks_A6SN.ABBarracks_A6SN 13884 AnimationMode = ONCE 13885 AnimationSpeedFactorRange = 1.0 1.0 13886 Flags = START_FRAME_FIRST 13887 End 13888 TransitionState = UP_DAY DOWN_DEFAULT 13889 Model = ABBarracks_A6 13890 Animation = ABBarracks_A6.ABBarracks_A6 13891 AnimationMode = ONCE_BACKWARDS 13892 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13893 Flags = START_FRAME_LAST 13894 End 13895 TransitionState = UP_NIGHT DOWN_DEFAULT 13896 Model = ABBarracks_A6N 13897 Animation = ABBarracks_A6N.ABBarracks_A6N 13898 AnimationMode = ONCE_BACKWARDS 13899 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13900 Flags = START_FRAME_LAST 13901 End 13902 TransitionState = UP_SNOW DOWN_DEFAULT 13903 Model = ABBarracks_A6S 13904 Animation = ABBarracks_A6S.ABBarracks_A6S 13905 AnimationMode = ONCE_BACKWARDS 13906 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13907 Flags = START_FRAME_LAST 13908 End 13909 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13910 Model = ABBarracks_A6SN 13911 Animation = ABBarracks_A6SN.ABBarracks_A6SN 13912 AnimationMode = ONCE_BACKWARDS 13913 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13914 Flags = START_FRAME_LAST 13915 End 13916 End 13917 13918 ; ------------ being-constructed crane ----------------- 13919 Draw = W3DModelDraw ModuleTag_04 13920 AnimationsRequirePower = No 13921 DefaultConditionState 13922 Model = None 13923 TransitionKey = DOWN_DEFAULT 13924 End 13925 ConditionState = NIGHT 13926 Model = None 13927 TransitionKey = DOWN_DEFAULT 13928 End 13929 ConditionState = SNOW 13930 Model = None 13931 TransitionKey = DOWN_DEFAULT 13932 End 13933 ConditionState = SNOW NIGHT 13934 Model = None 13935 TransitionKey = DOWN_DEFAULT 13936 End 13937 ConditionState = SOLD 13938 Model = NONE 13939 End 13940 13941 ConditionState = ACTIVELY_BEING_CONSTRUCTED 13942 Model = ABBarracks_A5 13943 Animation = ABBarracks_A5.ABBarracks_A5 13944 AnimationMode = LOOP 13945 TransitionKey = UP_DAY 13946 End 13947 13948 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 13949 Model = ABBarracks_A5N 13950 Animation = ABBarracks_A5N.ABBarracks_A5N 13951 AnimationMode = LOOP 13952 TransitionKey = UP_NIGHT 13953 End 13954 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 13955 Model = ABBarracks_A5S 13956 Animation = ABBarracks_A5S.ABBarracks_A5S 13957 AnimationMode = LOOP 13958 TransitionKey = UP_SNOW 13959 End 13960 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 13961 Model = ABBarracks_A5SN 13962 Animation = ABBarracks_A5SN.ABBarracks_A5SN 13963 AnimationMode = LOOP 13964 TransitionKey = UP_SNOWNIGHT 13965 End 13966 TransitionState = DOWN_DEFAULT UP_DAY 13967 Model = ABBarracks_AB 13968 Animation = ABBarracks_AB.ABBarracks_AB 13969 AnimationMode = ONCE 13970 AnimationSpeedFactorRange = 1.0 1.0 13971 Flags = START_FRAME_FIRST 13972 End 13973 13974 TransitionState = DOWN_DEFAULT UP_NIGHT 13975 Model = ABBarracks_ABN 13976 Animation = ABBarracks_ABN.ABBarracks_ABN 13977 AnimationMode = ONCE 13978 AnimationSpeedFactorRange = 1.0 1.0 13979 Flags = START_FRAME_FIRST 13980 End 13981 TransitionState = DOWN_DEFAULT UP_SNOW 13982 Model = ABBarracks_ABS 13983 Animation = ABBarracks_ABS.ABBarracks_ABS 13984 AnimationMode = ONCE 13985 AnimationSpeedFactorRange = 1.0 1.0 13986 Flags = START_FRAME_FIRST 13987 End 13988 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13989 Model = ABBarracks_ABSN 13990 Animation = ABBarracks_ABSN.ABBarracks_ABSN 13991 AnimationMode = ONCE 13992 AnimationSpeedFactorRange = 1.0 1.0 13993 Flags = START_FRAME_FIRST 13994 End 13995 TransitionState = UP_DAY DOWN_DEFAULT 13996 Model = ABBarracks_AB 13997 Animation = ABBarracks_AB.ABBarracks_AB 13998 AnimationMode = ONCE_BACKWARDS 13999 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14000 Flags = START_FRAME_LAST 14001 End 14002 TransitionState = UP_NIGHT DOWN_DEFAULT 14003 Model = ABBarracks_ABN 14004 Animation = ABBarracks_ABN.ABBarracks_ABN 14005 AnimationMode = ONCE_BACKWARDS 14006 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14007 Flags = START_FRAME_LAST 14008 End 14009 TransitionState = UP_SNOW DOWN_DEFAULT 14010 Model = ABBarracks_ABS 14011 Animation = ABBarracks_ABS.ABBarracks_ABS 14012 AnimationMode = ONCE_BACKWARDS 14013 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14014 Flags = START_FRAME_LAST 14015 End 14016 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14017 Model = ABBarracks_ABSN 14018 Animation = ABBarracks_ABSN.ABBarracks_ABSN 14019 AnimationMode = ONCE_BACKWARDS 14020 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14021 Flags = START_FRAME_LAST 14022 End 14023 End 14024 14025 ; ***DESIGN parameters *** 14026 DisplayName = OBJECT:Barracks 14027 Side = AmericaSuperWeaponGeneral 14028 EditorSorting = STRUCTURE 14029 BuildCost = 600 14030 BuildTime = 10.0 ; in seconds 14031 EnergyProduction = 0 14032 CommandSet = SupW_AmericaBarracksCommandSet 14033 VisionRange = 200.0 ; Shroud clearing distance 14034 ShroudClearingRange = 200 14035 ArmorSet 14036 Conditions = None 14037 Armor = StructureArmor 14038 DamageFX = StructureDamageFXNoShake 14039 End 14040 ExperienceValue = 100 100 100 100 ; Experience point value at each level 14041 14042 Prerequisites 14043 ; Object = SupW_AmericaPowerPlant 14044 End 14045 14046 ; *** AUDIO Parameters *** 14047 VoiceSelect = BarracksUSASelect 14048 SoundOnDamaged = BuildingDamagedStateLight 14049 SoundOnReallyDamaged = BuildingDestroy 14050 14051 UnitSpecificSounds 14052 UnderConstruction = UnderConstructionLoop 14053 End 14054 14055 ; *** ENGINEERING Parameters *** 14056 RadarPriority = STRUCTURE 14057 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS 14058 Body = StructureBody ModuleTag_05 14059 MaxHealth = 1000.0 14060 InitialHealth = 1000.0 14061 14062 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 14063 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 14064 SubdualDamageCap = 1200 14065 SubdualDamageHealRate = 500 14066 SubdualDamageHealAmount = 100 14067 End 14068 Behavior = HealContain ModuleTag_06 14069 ContainMax = 10 ;way bigger than the # of objects we can have 14070 TimeForFullHeal = 2000 ;(in milliseconds) 14071 AllowInsideKindOf = INFANTRY 14072 AllowAlliesInside = Yes 14073 AllowNeutralInside = No 14074 AllowEnemiesInside = No 14075 End 14076 Behavior = DestroyDie ModuleTag_07 14077 ;nothing 14078 End 14079 Behavior = CreateObjectDie ModuleTag_08 14080 CreationList = OCL_LargeStructureDebris 14081 End 14082 Behavior = CreateObjectDie ModuleTag_09 14083 CreationList = OCL_AmericanRangerDebris02 14084 ExemptStatus = UNDER_CONSTRUCTION 14085 End 14086 Behavior = FXListDie ModuleTag_10 14087 DeathFX = FX_StructureMediumDeath 14088 End 14089 Behavior = ProductionUpdate ModuleTag_11 14090 ; nothing 14091 End 14092 Behavior = DefaultProductionExitUpdate ModuleTag_12 14093 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 14094 NaturalRallyPoint = X: 55.0 Y: 0.0 Z:0.0 14095 End 14096 Behavior = BaseRegenerateUpdate ModuleTag_13 14097 ;No data 14098 End 14099 14100 Behavior = FlammableUpdate ModuleTag_15 14101 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14102 AflameDamageAmount = 5 ; taking this much damage... 14103 AflameDamageDelay = 500 ; this often. 14104 End 14105 14106 Behavior = TransitionDamageFX ModuleTag_16 14107 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 14108 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14109 ;--------------------------------------------------------------------------------------- 14110 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14111 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 14112 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 14113 End 14114 14115 Geometry = BOX 14116 GeometryMajorRadius = 55.0 14117 GeometryMinorRadius = 45.0 14118 GeometryHeight = 20.0 14119 GeometryIsSmall = No 14120 FactoryExitWidth = 25 ; How much space to leave for units exiting. 14121 Shadow = SHADOW_VOLUME 14122 BuildCompletion = PLACED_BY_PLAYER 14123 14124 End 14125 14126 14127 14128 ;------------------------------------------------------------------------------ 14129 Object SupW_AmericaWarFactory 14130 14131 ; *** ART Parameters *** 14132 SelectPortrait = SACWeaponsfact_L 14133 ButtonImage = SACWeaponsfact 14134 14135 ; ------------ the main factory itself ----------------- 14136 Draw = W3DModelDraw ModuleTag_01 14137 OkToChangeModelColor = Yes 14138 ; day ************************************************** 14139 DefaultConditionState 14140 Model = ABWarFact 14141 Animation = ABWarFact.ABWarFact 14142 AnimationMode = LOOP 14143 ParticleSysBone = Smoke01 SteamVent 14144 ParticleSysBone = Smoke02 SteamVent 14145 End 14146 ConditionState = DAMAGED 14147 Model = ABWarFact_D 14148 Animation = ABWarFact_D.ABWarFact_D 14149 AnimationMode = LOOP 14150 End 14151 ConditionState = REALLYDAMAGED RUBBLE 14152 Model = ABWarFact_E 14153 Animation = ABWarFact_E.ABWarFact_E 14154 AnimationMode = LOOP 14155 End 14156 14157 14158 ; night ************************************************* 14159 ConditionState = NIGHT 14160 Model = ABWarFact_N 14161 Animation = ABWarFact_N.ABWarFact_N 14162 AnimationMode = LOOP 14163 End 14164 ConditionState = DAMAGED NIGHT 14165 Model = ABWarFact_DN 14166 Animation = ABWarFact_DN.ABWarFact_DN 14167 AnimationMode = LOOP 14168 End 14169 ConditionState = REALLYDAMAGED RUBBLE NIGHT 14170 Model = ABWarFact_EN 14171 Animation = ABWarFact_EN.ABWarFact_EN 14172 AnimationMode = LOOP 14173 End 14174 14175 ; snow ************************************************* 14176 ConditionState = SNOW 14177 Model = ABWarFact_S 14178 Animation = ABWarFact_S.ABWarFact_S 14179 AnimationMode = LOOP 14180 End 14181 ConditionState = DAMAGED SNOW 14182 Model = ABWarFact_DS 14183 Animation = ABWarFact_DS.ABWarFact_DS 14184 AnimationMode = LOOP 14185 End 14186 ConditionState = REALLYDAMAGED RUBBLE SNOW 14187 Model = ABWarFact_ES 14188 Animation = ABWarFact_ES.ABWarFact_ES 14189 AnimationMode = LOOP 14190 End 14191 14192 14193 ; night snow ************************************************* 14194 ConditionState = NIGHT SNOW 14195 Model = ABWarFact_NS 14196 Animation = ABWarFact_NS.ABWarFact_NS 14197 AnimationMode = LOOP 14198 End 14199 ConditionState = DAMAGED NIGHT SNOW 14200 Model = ABWarFact_DNS 14201 Animation = ABWarFact_DNS.ABWarFact_DNS 14202 AnimationMode = LOOP 14203 End 14204 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 14205 Model = ABWarFact_ENS 14206 Animation = ABWarFact_ENS.ABWarFact_ENS 14207 AnimationMode = LOOP 14208 End 14209 14210 ;************************************************************************************************************************** 14211 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 14212 ;for this draw module 14213 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14214 Model = ABWarFact 14215 Animation = ABWarFact.ABWarFact 14216 AnimationMode = LOOP 14217 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14218 End 14219 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 14220 Model = ABWarFact_D 14221 Animation = ABWarFact_D.ABWarFact_D 14222 AnimationMode = LOOP 14223 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14224 End 14225 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 14226 Model = ABWarFact_E 14227 Animation = ABWarFact_E.ABWarFact_E 14228 AnimationMode = LOOP 14229 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14230 End 14231 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 14232 Model = ABWarFact_N 14233 Animation = ABWarFact_N.ABWarFact_N 14234 AnimationMode = LOOP 14235 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14236 End 14237 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 14238 Model = ABWarFact_DN 14239 Animation = ABWarFact_DN.ABWarFact_DN 14240 AnimationMode = LOOP 14241 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14242 End 14243 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 14244 Model = ABWarFact_EN 14245 Animation = ABWarFact_EN.ABWarFact_EN 14246 AnimationMode = LOOP 14247 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14248 End 14249 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 14250 Model = ABWarFact_S 14251 Animation = ABWarFact_S.ABWarFact_S 14252 AnimationMode = LOOP 14253 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14254 End 14255 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 14256 Model = ABWarFact_DS 14257 Animation = ABWarFact_DS.ABWarFact_DS 14258 AnimationMode = LOOP 14259 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14260 End 14261 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 14262 Model = ABWarFact_ES 14263 Animation = ABWarFact_ES.ABWarFact_ES 14264 AnimationMode = LOOP 14265 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14266 End 14267 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 14268 Model = ABWarFact_NS 14269 Animation = ABWarFact_NS.ABWarFact_NS 14270 AnimationMode = LOOP 14271 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14272 End 14273 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 14274 Model = ABWarFact_DNS 14275 Animation = ABWarFact_DNS.ABWarFact_DNS 14276 AnimationMode = LOOP 14277 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14278 End 14279 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 14280 Model = ABWarFact_ENS 14281 Animation = ABWarFact_ENS.ABWarFact_ENS 14282 AnimationMode = LOOP 14283 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14284 End 14285 14286 ConditionState = AWAITING_CONSTRUCTION 14287 Model = NONE 14288 End 14289 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 14290 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 14291 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 14292 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 14293 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 14294 AliasConditionState = AWAITING_CONSTRUCTION SNOW 14295 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 14296 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 14297 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 14298 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 14299 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 14300 AliasConditionState = SOLD 14301 AliasConditionState = SOLD DAMAGED 14302 AliasConditionState = SOLD REALLYDAMAGED 14303 AliasConditionState = SOLD NIGHT 14304 AliasConditionState = SOLD NIGHT DAMAGED 14305 AliasConditionState = SOLD NIGHT REALLYDAMAGED 14306 AliasConditionState = SOLD SNOW 14307 AliasConditionState = SOLD SNOW DAMAGED 14308 AliasConditionState = SOLD SNOW REALLYDAMAGED 14309 AliasConditionState = SOLD NIGHT SNOW 14310 AliasConditionState = SOLD NIGHT SNOW DAMAGED 14311 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 14312 ;************************************************************************************************************************** 14313 14314 14315 End 14316 14317 ; ----------------- the factory door ------------------- 14318 Draw = W3DModelDraw ModuleTag_02 14319 DefaultConditionState 14320 Model = ABWarFact_A8 14321 Animation = ABWarFact_A8.ABWarFact_A8 14322 AnimationMode = MANUAL 14323 Flags = START_FRAME_FIRST 14324 End 14325 AliasConditionState = NIGHT 14326 AliasConditionState = SNOW 14327 AliasConditionState = SNOW NIGHT 14328 14329 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14330 Model = ABWarFact_A8 14331 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14332 End 14333 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14334 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14335 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14336 14337 ConditionState = DAMAGED 14338 Model = ABWarFact_A8D 14339 Animation = ABWarFact_A8D.ABWarFact_A8D 14340 AnimationMode = MANUAL 14341 Flags = START_FRAME_FIRST 14342 End 14343 AliasConditionState = NIGHT DAMAGED 14344 AliasConditionState = SNOW DAMAGED 14345 AliasConditionState = SNOW NIGHT DAMAGED 14346 14347 ConditionState = REALLYDAMAGED RUBBLE 14348 Model = ABWarFact_A8E 14349 Animation = ABWarFact_A8E.ABWarFact_A8E 14350 AnimationMode = MANUAL 14351 Flags = START_FRAME_FIRST 14352 End 14353 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 14354 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 14355 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 14356 14357 ConditionState = DOOR_1_OPENING 14358 Model = ABWarFact_A8 14359 Animation = ABWarFact_A8.ABWarFact_A8 14360 AnimationMode = ONCE 14361 Flags = START_FRAME_FIRST 14362 End 14363 AliasConditionState = NIGHT DOOR_1_OPENING 14364 AliasConditionState = SNOW DOOR_1_OPENING 14365 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 14366 14367 ConditionState = DOOR_1_OPENING DAMAGED 14368 Model = ABWarFact_A8D 14369 Animation = ABWarFact_A8D.ABWarFact_A8D 14370 AnimationMode = ONCE 14371 Flags = START_FRAME_FIRST 14372 End 14373 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 14374 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 14375 AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED 14376 14377 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 14378 Model = ABWarFact_A8E 14379 Animation = ABWarFact_A8E.ABWarFact_A8E 14380 AnimationMode = ONCE 14381 Flags = START_FRAME_FIRST 14382 End 14383 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 14384 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 14385 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 14386 14387 ConditionState = DOOR_1_CLOSING 14388 Model = ABWarFact_A8 14389 Animation = ABWarFact_A8.ABWarFact_A8 14390 AnimationMode = ONCE_BACKWARDS 14391 Flags = START_FRAME_LAST 14392 End 14393 AliasConditionState = NIGHT DOOR_1_CLOSING 14394 AliasConditionState = SNOW DOOR_1_CLOSING 14395 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 14396 14397 14398 ConditionState = DOOR_1_CLOSING DAMAGED 14399 Model = ABWarFact_A8D 14400 Animation = ABWarFact_A8D.ABWarFact_A8D 14401 AnimationMode = ONCE_BACKWARDS 14402 Flags = START_FRAME_LAST 14403 End 14404 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 14405 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 14406 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 14407 14408 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 14409 Model = ABWarFact_A8E 14410 Animation = ABWarFact_A8E.ABWarFact_A8E 14411 AnimationMode = ONCE_BACKWARDS 14412 Flags = START_FRAME_LAST 14413 End 14414 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 14415 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 14416 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 14417 14418 ConditionState = DOOR_1_WAITING_OPEN 14419 Model = ABWarFact_A8 14420 Animation = ABWarFact_A8.ABWarFact_A8 14421 AnimationMode = MANUAL 14422 Flags = START_FRAME_LAST 14423 End 14424 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 14425 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 14426 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 14427 14428 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 14429 Model = ABWarFact_A8D 14430 Animation = ABWarFact_A8D.ABWarFact_A8D 14431 AnimationMode = MANUAL 14432 Flags = START_FRAME_LAST 14433 End 14434 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 14435 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 14436 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 14437 14438 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 14439 Model = ABWarFact_A8E 14440 Animation = ABWarFact_A8E.ABWarFact_A8E 14441 AnimationMode = MANUAL 14442 Flags = START_FRAME_LAST 14443 End 14444 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 14445 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 14446 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 14447 14448 ConditionState = AWAITING_CONSTRUCTION 14449 Model = NONE 14450 End 14451 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 14452 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 14453 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 14454 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 14455 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 14456 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 14457 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 14458 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 14459 AliasConditionState = SOLD 14460 AliasConditionState = SOLD DAMAGED 14461 AliasConditionState = SOLD REALLYDAMAGED 14462 AliasConditionState = SOLD NIGHT 14463 AliasConditionState = SOLD NIGHT DAMAGED 14464 AliasConditionState = SOLD NIGHT REALLYDAMAGED 14465 AliasConditionState = SOLD SNOW 14466 AliasConditionState = SOLD SNOW DAMAGED 14467 AliasConditionState = SOLD SNOW REALLYDAMAGED 14468 AliasConditionState = SOLD NIGHT SNOW 14469 AliasConditionState = SOLD NIGHT SNOW DAMAGED 14470 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 14471 End 14472 14473 ; ------------------ the construction crane ------------ 14474 Draw = W3DModelDraw ModuleTag_03 14475 ; ----------------------------------------------------------- 14476 OkToChangeModelColor = Yes 14477 ; ----------------------------------------------------------- 14478 DefaultConditionState 14479 Model = ABWarFact_A1 14480 Animation = ABWarFact_A1.ABWarFact_A1 14481 AnimationMode = LOOP 14482 TransitionKey = TRANS_Idle 14483 End 14484 ConditionState = DAMAGED 14485 Model = ABWarFact_A1D 14486 Animation = ABWarFact_A1D.ABWarFact_A1D 14487 AnimationMode = LOOP 14488 TransitionKey = TRANS_IdleDamaged 14489 End 14490 ConditionState = REALLYDAMAGED RUBBLE 14491 Model = ABWarFact_A1E 14492 Animation = ABWarFact_A1E.ABWarFact_A1E 14493 AnimationMode = LOOP 14494 TransitionKey = TRANS_IdleReallyDamaged 14495 End 14496 14497 ; ----------------------------------------------------------- 14498 TransitionState = TRANS_Constructing TRANS_Idle 14499 Model = ABWarFact_A3 14500 Animation = ABWarFact_A3.ABWarFact_A3 14501 AnimationMode = ONCE 14502 Flags = MAINTAIN_FRAME_ACROSS_STATES 14503 End 14504 TransitionState = TRANS_ConstructingDamaged TRANS_IdleDamaged 14505 Model = ABWarFact_A3D 14506 Animation = ABWarFact_A3D.ABWarFact_A3D 14507 AnimationMode = ONCE 14508 Flags = MAINTAIN_FRAME_ACROSS_STATES 14509 End 14510 TransitionState = TRANS_ConstructingReallyDamaged TRANS_IdleReallyDamaged 14511 Model = ABWarFact_A3E 14512 Animation = ABWarFact_A3E.ABWarFact_A3E 14513 AnimationMode = ONCE 14514 Flags = MAINTAIN_FRAME_ACROSS_STATES 14515 End 14516 14517 ; ----------------------------------------------------------- 14518 ConditionState = ACTIVELY_CONSTRUCTING 14519 Model = ABWarFact_A3 14520 Animation = ABWarFact_A3.ABWarFact_A3 14521 AnimationMode = ONCE 14522 TransitionKey = TRANS_Constructing 14523 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 14524 End 14525 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 14526 Model = ABWarFact_A3D 14527 Animation = ABWarFact_A3D.ABWarFact_A3D 14528 AnimationMode = ONCE 14529 TransitionKey = TRANS_ConstructingDamaged 14530 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 14531 End 14532 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 14533 Model = ABWarFact_A3E 14534 Animation = ABWarFact_A3E.ABWarFact_A3E 14535 AnimationMode = ONCE 14536 TransitionKey = TRANS_ConstructingReallyDamaged 14537 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 14538 End 14539 ; ----------------------------------------------------------- 14540 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SOLD 14541 Model = ABWarFact_A1 14542 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14543 End 14544 ConditionState = SOLD 14545 Model = NONE 14546 End 14547 End 14548 14549 ; ------------------ the construction conveyor belt ------------ 14550 Draw = W3DModelDraw ModuleTag_04 14551 OkToChangeModelColor = Yes 14552 DefaultConditionState 14553 Model = ABWarFact_A7 14554 Animation = ABWarFact_A7.ABWarFact_A7 14555 AnimationMode = MANUAL 14556 Flags = START_FRAME_FIRST 14557 End 14558 AliasConditionState = SNOW 14559 AliasConditionState = NIGHT 14560 AliasConditionState = SNOW NIGHT 14561 14562 ConditionState = SOLD 14563 Model = NONE 14564 End 14565 AliasConditionState = SNOW SOLD 14566 AliasConditionState = NIGHT SOLD 14567 AliasConditionState = SNOW NIGHT SOLD 14568 14569 14570 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14571 Model = ABWarFact_A7 14572 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14573 End 14574 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14575 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14576 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14577 14578 ConditionState = DAMAGED 14579 Model = ABWarFact_A7D 14580 Animation = ABWarFact_A7D.ABWarFact_A7D 14581 AnimationMode = MANUAL 14582 Flags = START_FRAME_FIRST 14583 End 14584 AliasConditionState = SNOW DAMAGED 14585 AliasConditionState = NIGHT DAMAGED 14586 AliasConditionState = SNOW NIGHT DAMAGED 14587 14588 ConditionState = REALLYDAMAGED RUBBLE 14589 Model = ABWarFact_A7E 14590 Animation = ABWarFact_A7E.ABWarFact_A7E 14591 AnimationMode = MANUAL 14592 Flags = START_FRAME_FIRST 14593 End 14594 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 14595 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 14596 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 14597 14598 ConditionState = ACTIVELY_CONSTRUCTING 14599 Model = ABWarFact_A7 14600 Animation = ABWarFact_A7.ABWarFact_A7 14601 AnimationMode = LOOP 14602 End 14603 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING 14604 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING 14605 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING 14606 14607 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 14608 Model = ABWarFact_A7D 14609 Animation = ABWarFact_A7D.ABWarFact_A7D 14610 AnimationMode = LOOP 14611 End 14612 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING DAMAGED 14613 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING DAMAGED 14614 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING DAMAGED 14615 14616 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 14617 Model = ABWarFact_A7E 14618 Animation = ABWarFact_A7E.ABWarFact_A7E 14619 AnimationMode = LOOP 14620 End 14621 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 14622 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 14623 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 14624 14625 End 14626 14627 ; ------------ construction done flashing lights ---------- 14628 Draw = W3DModelDraw ModuleTag_05 14629 DefaultConditionState 14630 Model = None 14631 End 14632 ConditionState = SOLD 14633 Model = NONE 14634 End 14635 ConditionState = SOLD SNOW 14636 Model = NONE 14637 End 14638 ConditionState = SOLD NIGHT 14639 Model = NONE 14640 End 14641 ConditionState = SOLD NIGHT SNOW 14642 Model = NONE 14643 End 14644 ConditionState = CONSTRUCTION_COMPLETE 14645 Model = ABWarFact_A2 14646 Animation = ABWarFact_A2.ABWarFact_A2 14647 AnimationMode = LOOP 14648 Flags = START_FRAME_FIRST 14649 End 14650 End 14651 14652 ; ------------ construction-zone fence ----------------- 14653 Draw = W3DModelDraw ModuleTag_06 14654 AnimationsRequirePower = No 14655 DefaultConditionState 14656 Model = None 14657 TransitionKey = DOWN_DEFAULT 14658 End 14659 ConditionState = NIGHT 14660 Model = None 14661 TransitionKey = DOWN_DEFAULT 14662 End 14663 ConditionState = SNOW 14664 Model = None 14665 TransitionKey = DOWN_DEFAULT 14666 End 14667 ConditionState = SNOW NIGHT 14668 Model = None 14669 TransitionKey = DOWN_DEFAULT 14670 End 14671 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14672 Model = ABWarFact_A4 14673 Animation = ABWarFact_A4.ABWarFact_A4 14674 AnimationMode = MANUAL 14675 Flags = START_FRAME_LAST 14676 TransitionKey = UP_DAY 14677 ParticleSysBone = SmokeS01 SmokeBuildingSmall 14678 ParticleSysBone = SparksS01 LiveWireSparks02 14679 End 14680 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14681 Model = ABWarFact_A4N 14682 Animation = ABWarFact_A4N.ABWarFact_A4N 14683 AnimationMode = MANUAL 14684 Flags = START_FRAME_LAST 14685 TransitionKey = UP_NIGHT 14686 ParticleSysBone = SmokeS01 SmokeBuildingSmall 14687 ParticleSysBone = SparksS01 LiveWireSparks02 14688 End 14689 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14690 Model = ABWarFact_A4S 14691 Animation = ABWarFact_A4S.ABWarFact_A4S 14692 AnimationMode = MANUAL 14693 Flags = START_FRAME_LAST 14694 TransitionKey = UP_SNOW 14695 ParticleSysBone = SmokeS01 SmokeBuildingSmall 14696 ParticleSysBone = SparksS01 LiveWireSparks02 14697 End 14698 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14699 Model = ABWarFact_A4SN 14700 Animation = ABWarFact_A4SN.ABWarFact_A4SN 14701 AnimationMode = MANUAL 14702 Flags = START_FRAME_LAST 14703 TransitionKey = UP_SNOWNIGHT 14704 ParticleSysBone = SmokeS01 SmokeBuildingSmall 14705 ParticleSysBone = SparksS01 LiveWireSparks02 14706 End 14707 TransitionState = DOWN_DEFAULT UP_DAY 14708 Model = ABWarFact_A4 14709 Animation = ABWarFact_A4.ABWarFact_A4 14710 AnimationMode = ONCE 14711 AnimationSpeedFactorRange = 1.0 1.0 14712 Flags = START_FRAME_FIRST 14713 End 14714 TransitionState = DOWN_DEFAULT UP_NIGHT 14715 Model = ABWarFact_A4N 14716 Animation = ABWarFact_A4N.ABWarFact_A4N 14717 AnimationMode = ONCE 14718 AnimationSpeedFactorRange = 1.0 1.0 14719 Flags = START_FRAME_FIRST 14720 End 14721 TransitionState = DOWN_DEFAULT UP_SNOW 14722 Model = ABWarFact_A4S 14723 Animation = ABWarFact_A4S.ABWarFact_A4S 14724 AnimationMode = ONCE 14725 AnimationSpeedFactorRange = 1.0 1.0 14726 Flags = START_FRAME_FIRST 14727 End 14728 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14729 Model = ABWarFact_A4SN 14730 Animation = ABWarFact_A4SN.ABWarFact_A4SN 14731 AnimationMode = ONCE 14732 AnimationSpeedFactorRange = 1.0 1.0 14733 Flags = START_FRAME_FIRST 14734 End 14735 TransitionState = UP_DAY DOWN_DEFAULT 14736 Model = ABWarFact_A4 14737 Animation = ABWarFact_A4.ABWarFact_A4 14738 AnimationMode = ONCE_BACKWARDS 14739 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14740 Flags = START_FRAME_LAST 14741 End 14742 TransitionState = UP_NIGHT DOWN_DEFAULT 14743 Model = ABWarFact_A4N 14744 Animation = ABWarFact_A4N.ABWarFact_A4N 14745 AnimationMode = ONCE_BACKWARDS 14746 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14747 Flags = START_FRAME_LAST 14748 End 14749 TransitionState = UP_SNOW DOWN_DEFAULT 14750 Model = ABWarFact_A4S 14751 Animation = ABWarFact_A4S.ABWarFact_A4S 14752 AnimationMode = ONCE_BACKWARDS 14753 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14754 Flags = START_FRAME_LAST 14755 End 14756 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14757 Model = ABWarFact_A4SN 14758 Animation = ABWarFact_A4SN.ABWarFact_A4SN 14759 AnimationMode = ONCE_BACKWARDS 14760 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14761 Flags = START_FRAME_LAST 14762 End 14763 End 14764 14765 ; ------------ under-construction scaffolding ----------------- 14766 Draw = W3DModelDraw ModuleTag_07 14767 AnimationsRequirePower = No 14768 MinLODRequired = MEDIUM 14769 DefaultConditionState 14770 Model = None 14771 TransitionKey = DOWN_DEFAULT 14772 End 14773 ConditionState = NIGHT 14774 Model = None 14775 TransitionKey = DOWN_DEFAULT 14776 End 14777 ConditionState = SNOW 14778 Model = None 14779 TransitionKey = DOWN_DEFAULT 14780 End 14781 ConditionState = SNOW NIGHT 14782 Model = None 14783 TransitionKey = DOWN_DEFAULT 14784 End 14785 ConditionState = PARTIALLY_CONSTRUCTED 14786 Model = ABWarFact_A6 14787 Animation = ABWarFact_A6.ABWarFact_A6 14788 AnimationMode = MANUAL 14789 Flags = START_FRAME_LAST 14790 TransitionKey = UP_DAY 14791 ParticleSysBone = Sparks01 BuildUpBlueSpark 14792 ParticleSysBone = Sparks02 BuildUpBlueSpark 14793 ParticleSysBone = Sparks03 BuildUpBlueSpark 14794 ParticleSysBone = Sparks04 BuildUpBlueSpark 14795 ParticleSysBone = Sparks05 BuildUpBlueSpark 14796 ParticleSysBone = Sparks06 BuildUpBlueSpark 14797 End 14798 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 14799 Model = ABWarFact_A6N 14800 Animation = ABWarFact_A6N.ABWarFact_A6N 14801 AnimationMode = MANUAL 14802 Flags = START_FRAME_LAST 14803 TransitionKey = UP_NIGHT 14804 ParticleSysBone = Sparks01 BuildUpBlueSpark 14805 ParticleSysBone = Sparks02 BuildUpBlueSpark 14806 ParticleSysBone = Sparks03 BuildUpBlueSpark 14807 ParticleSysBone = Sparks04 BuildUpBlueSpark 14808 ParticleSysBone = Sparks05 BuildUpBlueSpark 14809 ParticleSysBone = Sparks06 BuildUpBlueSpark 14810 End 14811 ConditionState = SNOW PARTIALLY_CONSTRUCTED 14812 Model = ABWarFact_A6S 14813 Animation = ABWarFact_A6S.ABWarFact_A6S 14814 AnimationMode = MANUAL 14815 Flags = START_FRAME_LAST 14816 TransitionKey = UP_SNOW 14817 ParticleSysBone = Sparks01 BuildUpBlueSpark 14818 ParticleSysBone = Sparks02 BuildUpBlueSpark 14819 ParticleSysBone = Sparks03 BuildUpBlueSpark 14820 ParticleSysBone = Sparks04 BuildUpBlueSpark 14821 ParticleSysBone = Sparks05 BuildUpBlueSpark 14822 ParticleSysBone = Sparks06 BuildUpBlueSpark 14823 End 14824 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 14825 Model = ABWarFact_A6SN 14826 Animation = ABWarFact_A6SN.ABWarFact_A6SN 14827 AnimationMode = MANUAL 14828 Flags = START_FRAME_LAST 14829 TransitionKey = UP_SNOWNIGHT 14830 ParticleSysBone = Sparks01 BuildUpBlueSpark 14831 ParticleSysBone = Sparks02 BuildUpBlueSpark 14832 ParticleSysBone = Sparks03 BuildUpBlueSpark 14833 ParticleSysBone = Sparks04 BuildUpBlueSpark 14834 ParticleSysBone = Sparks05 BuildUpBlueSpark 14835 ParticleSysBone = Sparks06 BuildUpBlueSpark 14836 End 14837 TransitionState = DOWN_DEFAULT UP_DAY 14838 Model = ABWarFact_A6 14839 Animation = ABWarFact_A6.ABWarFact_A6 14840 AnimationMode = ONCE 14841 AnimationSpeedFactorRange = 1.0 1.0 14842 Flags = START_FRAME_FIRST 14843 End 14844 TransitionState = DOWN_DEFAULT UP_NIGHT 14845 Model = ABWarFact_A6N 14846 Animation = ABWarFact_A6N.ABWarFact_A6N 14847 AnimationMode = ONCE 14848 AnimationSpeedFactorRange = 1.0 1.0 14849 Flags = START_FRAME_FIRST 14850 End 14851 TransitionState = DOWN_DEFAULT UP_SNOW 14852 Model = ABWarFact_A6S 14853 Animation = ABWarFact_A6S.ABWarFact_A6S 14854 AnimationMode = ONCE 14855 AnimationSpeedFactorRange = 1.0 1.0 14856 Flags = START_FRAME_FIRST 14857 End 14858 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14859 Model = ABWarFact_A6SN 14860 Animation = ABWarFact_A6SN.ABWarFact_A6SN 14861 AnimationMode = ONCE 14862 AnimationSpeedFactorRange = 1.0 1.0 14863 Flags = START_FRAME_FIRST 14864 End 14865 TransitionState = UP_DAY DOWN_DEFAULT 14866 Model = ABWarFact_A6 14867 Animation = ABWarFact_A6.ABWarFact_A6 14868 AnimationMode = ONCE_BACKWARDS 14869 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14870 Flags = START_FRAME_LAST 14871 End 14872 TransitionState = UP_NIGHT DOWN_DEFAULT 14873 Model = ABWarFact_A6N 14874 Animation = ABWarFact_A6N.ABWarFact_A6N 14875 AnimationMode = ONCE_BACKWARDS 14876 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14877 Flags = START_FRAME_LAST 14878 End 14879 TransitionState = UP_SNOW DOWN_DEFAULT 14880 Model = ABWarFact_A6S 14881 Animation = ABWarFact_A6S.ABWarFact_A6S 14882 AnimationMode = ONCE_BACKWARDS 14883 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14884 Flags = START_FRAME_LAST 14885 End 14886 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14887 Model = ABWarFact_A6SN 14888 Animation = ABWarFact_A6SN.ABWarFact_A6SN 14889 AnimationMode = ONCE_BACKWARDS 14890 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14891 Flags = START_FRAME_LAST 14892 End 14893 End 14894 14895 ; ------------ being-constructed crane ----------------- 14896 Draw = W3DModelDraw ModuleTag_08 14897 AnimationsRequirePower = No 14898 DefaultConditionState 14899 Model = None 14900 TransitionKey = DOWN_DEFAULT 14901 End 14902 ConditionState = NIGHT 14903 Model = None 14904 TransitionKey = DOWN_DEFAULT 14905 End 14906 ConditionState = SNOW 14907 Model = None 14908 TransitionKey = DOWN_DEFAULT 14909 End 14910 ConditionState = SNOW NIGHT 14911 Model = None 14912 TransitionKey = DOWN_DEFAULT 14913 End 14914 ConditionState = SOLD 14915 Model = NONE 14916 End 14917 14918 ConditionState = ACTIVELY_BEING_CONSTRUCTED 14919 Model = ABWarFact_A5 14920 Animation = ABWarFact_A5.ABWarFact_A5 14921 AnimationMode = LOOP 14922 TransitionKey = UP_DAY 14923 End 14924 14925 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 14926 Model = ABWarFact_A5N 14927 Animation = ABWarFact_A5N.ABWarFact_A5N 14928 AnimationMode = LOOP 14929 TransitionKey = UP_NIGHT 14930 End 14931 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 14932 Model = ABWarFact_A5S 14933 Animation = ABWarFact_A5S.ABWarFact_A5S 14934 AnimationMode = LOOP 14935 TransitionKey = UP_SNOW 14936 End 14937 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 14938 Model = ABWarFact_A5SN 14939 Animation = ABWarFact_A5SN.ABWarFact_A5SN 14940 AnimationMode = LOOP 14941 TransitionKey = UP_SNOWNIGHT 14942 End 14943 TransitionState = DOWN_DEFAULT UP_DAY 14944 Model = ABWarFact_AB 14945 Animation = ABWarFact_AB.ABWarFact_AB 14946 AnimationMode = ONCE 14947 AnimationSpeedFactorRange = 1.0 1.0 14948 Flags = START_FRAME_FIRST 14949 End 14950 14951 TransitionState = DOWN_DEFAULT UP_NIGHT 14952 Model = ABWarFact_ABN 14953 Animation = ABWarFact_ABN.ABWarFact_ABN 14954 AnimationMode = ONCE 14955 AnimationSpeedFactorRange = 1.0 1.0 14956 Flags = START_FRAME_FIRST 14957 End 14958 TransitionState = DOWN_DEFAULT UP_SNOW 14959 Model = ABWarFact_ABS 14960 Animation = ABWarFact_ABS.ABWarFact_ABS 14961 AnimationMode = ONCE 14962 AnimationSpeedFactorRange = 1.0 1.0 14963 Flags = START_FRAME_FIRST 14964 End 14965 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14966 Model = ABWarFact_ABSN 14967 Animation = ABWarFact_ABSN.ABWarFact_ABSN 14968 AnimationMode = ONCE 14969 AnimationSpeedFactorRange = 1.0 1.0 14970 Flags = START_FRAME_FIRST 14971 End 14972 TransitionState = UP_DAY DOWN_DEFAULT 14973 Model = ABWarFact_AB 14974 Animation = ABWarFact_AB.ABWarFact_AB 14975 AnimationMode = ONCE_BACKWARDS 14976 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14977 Flags = START_FRAME_LAST 14978 End 14979 TransitionState = UP_NIGHT DOWN_DEFAULT 14980 Model = ABWarFact_ABN 14981 Animation = ABWarFact_ABN.ABWarFact_ABN 14982 AnimationMode = ONCE_BACKWARDS 14983 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14984 Flags = START_FRAME_LAST 14985 End 14986 TransitionState = UP_SNOW DOWN_DEFAULT 14987 Model = ABWarFact_ABS 14988 Animation = ABWarFact_ABS.ABWarFact_ABS 14989 AnimationMode = ONCE_BACKWARDS 14990 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14991 Flags = START_FRAME_LAST 14992 End 14993 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14994 Model = ABWarFact_ABSN 14995 Animation = ABWarFact_ABSN.ABWarFact_ABSN 14996 AnimationMode = ONCE_BACKWARDS 14997 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14998 Flags = START_FRAME_LAST 14999 End 15000 End 15001 15002 PlacementViewAngle = -135 15003 15004 ; ***DESIGN parameters *** 15005 DisplayName = OBJECT:WarFactory 15006 Side = AmericaSuperWeaponGeneral 15007 EditorSorting = STRUCTURE 15008 Prerequisites 15009 Object = SupW_AmericaSupplyCenter 15010 End 15011 BuildCost = 2000 15012 BuildTime = 15.0 ; in seconds 15013 15014 EnergyProduction = -1 15015 CommandSet = SupW_AmericaWarFactoryCommandSet 15016 VisionRange = 200.0 ; Shroud clearing distance 15017 ShroudClearingRange = 200 15018 ArmorSet 15019 Conditions = None 15020 Armor = StructureArmor 15021 DamageFX = StructureDamageFXNoShake 15022 End 15023 ExperienceValue = 200 200 200 200 ; Experience point value at each level 15024 15025 ; *** AUDIO Parameters *** 15026 VoiceSelect = WarFactoryUSASelect 15027 SoundOnDamaged = BuildingDamagedStateLight 15028 SoundOnReallyDamaged = BuildingDestroy 15029 15030 UnitSpecificSounds 15031 UnderConstruction = UnderConstructionLoop 15032 End 15033 15034 ; *** ENGINEERING Parameters *** 15035 RadarPriority = STRUCTURE 15036 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY 15037 Body = StructureBody ModuleTag_09 15038 MaxHealth = 2000.0 15039 InitialHealth = 2000.0 15040 15041 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15042 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15043 SubdualDamageCap = 2200 15044 SubdualDamageHealRate = 500 15045 SubdualDamageHealAmount = 100 15046 End 15047 Behavior = ProductionUpdate ModuleTag_10 15048 NumDoorAnimations = 1 15049 DoorOpeningTime = 3250 ;in mSeconds 15050 DoorWaitOpenTime = 3000 ;in mSeconds 15051 DoorCloseTime = 4000 ;in mSeconds 15052 ConstructionCompleteDuration = 1500 ;in mSeconds 15053 End 15054 Behavior = DefaultProductionExitUpdate ModuleTag_11 15055 UnitCreatePoint = X: -10.0 Y:-30.0 Z:0.0 15056 NaturalRallyPoint = X: 53.0 Y:-30.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 15057 End 15058 Behavior = RepairDockUpdate ModuleTag_12 15059 TimeForFullHeal = 5000 ;(in milliseconds) 15060 NumberApproachPositions = 5 15061 End 15062 Behavior = BaseRegenerateUpdate ModuleTag_13 15063 ;No data 15064 End 15065 15066 ;---- Removed module 15067 ; Behavior = SlowDeathBehavior ModuleTag_14 15068 ; DestructionDelay = 500 15069 ; FX = FINAL FX_StructureMediumDeath 15070 ; OCL = FINAL OCL_AmericaWarFactoryDebris 15071 ; End 15072 15073 Behavior = TransitionDamageFX ModuleTag_15 15074 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 15075 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 15076 ;--------------------------------------------------------------------------------------- 15077 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 15078 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 15079 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 15080 End 15081 15082 Behavior = CreateObjectDie ModuleTag_16 15083 CreationList = OCL_AmericanRangerDebris05 15084 ExemptStatus = UNDER_CONSTRUCTION 15085 End 15086 15087 Behavior = FlammableUpdate ModuleTag_18 15088 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15089 AflameDamageAmount = 5 ; taking this much damage... 15090 AflameDamageDelay = 500 ; this often. 15091 End 15092 15093 Behavior = CreateObjectDie ModuleTag_20 15094 CreationList = OCL_LargeStructureDebris 15095 End 15096 15097 Behavior = FXListDie ModuleTag_21 15098 DeathFX = FX_StructureMediumDeath 15099 End 15100 15101 Behavior = DestroyDie ModuleTag_22 15102 ;nothing 15103 End 15104 15105 Geometry = BOX 15106 GeometryMajorRadius = 53.0 15107 GeometryMinorRadius = 60.0 15108 GeometryHeight = 40.0 15109 GeometryIsSmall = No 15110 FactoryExitWidth = 25 ; How much space to leave for units exiting. 15111 Shadow = SHADOW_VOLUME 15112 BuildCompletion = PLACED_BY_PLAYER 15113 15114 End 15115 15116 15117 15118 15119 ;------------------------------------------------------------------------------ 15120 Object SupW_AmericaPatriotBattery 15121 15122 ; *** ART Parameters *** 15123 SelectPortrait = SAMicroPat_L 15124 ButtonImage = SAMicroPat 15125 Draw = W3DModelDraw ModuleTag_01 15126 15127 OkToChangeModelColor = Yes 15128 15129 DefaultConditionState 15130 Model = ABPatriotSW 15131 Turret = TURRET01 15132 TurretPitch = TURRETEL 15133 WeaponLaunchBone = PRIMARY WeaponA 15134 WeaponLaunchBone = SECONDARY WeaponA 15135 WeaponLaunchBone = TERTIARY WeaponA 15136 WeaponFireFXBone = PRIMARY WeaponA 15137 WeaponFireFXBone = SECONDARY WeaponA 15138 WeaponFireFXBone = TERTIARY WeaponA 15139 End 15140 AliasConditionState = NIGHT 15141 15142 ConditionState = DAMAGED 15143 Model = ABPatriotSW_D 15144 End 15145 AliasConditionState = DAMAGED NIGHT 15146 15147 ConditionState = REALLYDAMAGED RUBBLE 15148 Model = ABPatriotSW_E 15149 End 15150 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 15151 15152 15153 ConditionState = SNOW 15154 Model = ABPatriotSW_S 15155 End 15156 AliasConditionState = SNOW NIGHT 15157 15158 ConditionState = DAMAGED SNOW 15159 Model = ABPatriotSW_DS 15160 End 15161 AliasConditionState = SNOW NIGHT DAMAGED 15162 15163 ConditionState = REALLYDAMAGED RUBBLE SNOW 15164 Model = ABPatriotSW_ES 15165 End 15166 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 15167 15168 ;************************************************************************************************************************** 15169 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 15170 ;for this draw module 15171 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15172 Model = ABPatriot 15173 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15174 End 15175 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 15176 15177 15178 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15179 Model = ABPatriot_S 15180 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15181 End 15182 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 15183 15184 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 15185 Model = ABPatriot_D 15186 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15187 End 15188 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 15189 15190 15191 15192 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 15193 Model = ABPatriot_DS 15194 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15195 End 15196 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 15197 15198 15199 15200 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 15201 Model = ABPatriot_E 15202 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15203 End 15204 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 15205 15206 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 15207 Model = ABPatriot_ES 15208 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15209 End 15210 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 15211 15212 15213 15214 ConditionState = AWAITING_CONSTRUCTION 15215 Model = NONE 15216 End 15217 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15218 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15219 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15220 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15221 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15222 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15223 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15224 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15225 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15226 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15227 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15228 AliasConditionState = SOLD DAMAGED 15229 AliasConditionState = SOLD REALLYDAMAGED 15230 AliasConditionState = SOLD NIGHT 15231 AliasConditionState = SOLD NIGHT DAMAGED 15232 AliasConditionState = SOLD NIGHT REALLYDAMAGED 15233 AliasConditionState = SOLD SNOW 15234 AliasConditionState = SOLD SNOW DAMAGED 15235 AliasConditionState = SOLD SNOW REALLYDAMAGED 15236 AliasConditionState = SOLD NIGHT SNOW 15237 AliasConditionState = SOLD NIGHT SNOW DAMAGED 15238 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 15239 ;************************************************************************************************************************** 15240 15241 15242 15243 End 15244 15245 ; ------------ construction-zone fence ----------------- 15246 Draw = W3DModelDraw ModuleTag_02 15247 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 15248 DefaultConditionState 15249 Model = None 15250 TransitionKey = DOWN_DEFAULT 15251 End 15252 ConditionState = NIGHT 15253 Model = None 15254 TransitionKey = DOWN_DEFAULT 15255 End 15256 ConditionState = SNOW 15257 Model = None 15258 TransitionKey = DOWN_DEFAULT 15259 End 15260 ConditionState = SNOW NIGHT 15261 Model = None 15262 TransitionKey = DOWN_DEFAULT 15263 End 15264 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15265 Model = ABPatriot_A4 15266 Animation = ABPatriot_A4.ABPatriot_A4 15267 AnimationMode = MANUAL 15268 Flags = START_FRAME_LAST 15269 TransitionKey = UP_DAY 15270 End 15271 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15272 Model = ABPatriot_A4N 15273 Animation = ABPatriot_A4N.ABPatriot_A4N 15274 AnimationMode = MANUAL 15275 Flags = START_FRAME_LAST 15276 TransitionKey = UP_NIGHT 15277 End 15278 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15279 Model = ABPatriot_A4S 15280 Animation = ABPatriot_A4S.ABPatriot_A4S 15281 AnimationMode = MANUAL 15282 Flags = START_FRAME_LAST 15283 TransitionKey = UP_SNOW 15284 End 15285 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15286 Model = ABPatriot_A4SN 15287 Animation = ABPatriot_A4SN.ABPatriot_A4SN 15288 AnimationMode = MANUAL 15289 Flags = START_FRAME_LAST 15290 TransitionKey = UP_SNOWNIGHT 15291 End 15292 TransitionState = DOWN_DEFAULT UP_DAY 15293 Model = ABPatriot_A4 15294 Animation = ABPatriot_A4.ABPatriot_A4 15295 AnimationMode = ONCE 15296 AnimationSpeedFactorRange = 1.0 1.0 15297 Flags = START_FRAME_FIRST 15298 End 15299 TransitionState = DOWN_DEFAULT UP_NIGHT 15300 Model = ABPatriot_A4N 15301 Animation = ABPatriot_A4N.ABPatriot_A4N 15302 AnimationMode = ONCE 15303 AnimationSpeedFactorRange = 1.0 1.0 15304 Flags = START_FRAME_FIRST 15305 End 15306 TransitionState = DOWN_DEFAULT UP_SNOW 15307 Model = ABPatriot_A4S 15308 Animation = ABPatriot_A4S.ABPatriot_A4S 15309 AnimationMode = ONCE 15310 AnimationSpeedFactorRange = 1.0 1.0 15311 Flags = START_FRAME_FIRST 15312 End 15313 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15314 Model = ABPatriot_A4SN 15315 Animation = ABPatriot_A4SN.ABPatriot_A4SN 15316 AnimationMode = ONCE 15317 AnimationSpeedFactorRange = 1.0 1.0 15318 Flags = START_FRAME_FIRST 15319 End 15320 TransitionState = UP_DAY DOWN_DEFAULT 15321 Model = ABPatriot_A4 15322 Animation = ABPatriot_A4.ABPatriot_A4 15323 AnimationMode = ONCE_BACKWARDS 15324 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15325 Flags = START_FRAME_LAST 15326 End 15327 TransitionState = UP_NIGHT DOWN_DEFAULT 15328 Model = ABPatriot_A4N 15329 Animation = ABPatriot_A4N.ABPatriot_A4N 15330 AnimationMode = ONCE_BACKWARDS 15331 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15332 Flags = START_FRAME_LAST 15333 End 15334 TransitionState = UP_SNOW DOWN_DEFAULT 15335 Model = ABPatriot_A4S 15336 Animation = ABPatriot_A4S.ABPatriot_A4S 15337 AnimationMode = ONCE_BACKWARDS 15338 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15339 Flags = START_FRAME_LAST 15340 End 15341 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15342 Model = ABPatriot_A4SN 15343 Animation = ABPatriot_A4SN.ABPatriot_A4SN 15344 AnimationMode = ONCE_BACKWARDS 15345 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15346 Flags = START_FRAME_LAST 15347 End 15348 End 15349 15350 ; ------------ under-construction scaffolding ----------------- 15351 Draw = W3DModelDraw ModuleTag_03 15352 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 15353 MinLODRequired = MEDIUM 15354 DefaultConditionState 15355 Model = None 15356 TransitionKey = DOWN_DEFAULT 15357 End 15358 ConditionState = NIGHT 15359 Model = None 15360 TransitionKey = DOWN_DEFAULT 15361 End 15362 ConditionState = SNOW 15363 Model = None 15364 TransitionKey = DOWN_DEFAULT 15365 End 15366 ConditionState = SNOW NIGHT 15367 Model = None 15368 TransitionKey = DOWN_DEFAULT 15369 End 15370 ConditionState = PARTIALLY_CONSTRUCTED 15371 Model = ABPatriot_A6 15372 Animation = ABPatriot_A6.ABPatriot_A6 15373 AnimationMode = MANUAL 15374 Flags = START_FRAME_LAST 15375 TransitionKey = UP_DAY 15376 ParticleSysBone = Sparks01 BuildUpBlueSpark 15377 ParticleSysBone = Sparks02 BuildUpBlueSpark 15378 End 15379 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 15380 Model = ABPatriot_A6N 15381 Animation = ABPatriot_A6N.ABPatriot_A6N 15382 AnimationMode = MANUAL 15383 Flags = START_FRAME_LAST 15384 TransitionKey = UP_NIGHT 15385 ParticleSysBone = Sparks01 BuildUpBlueSpark 15386 ParticleSysBone = Sparks02 BuildUpBlueSpark 15387 End 15388 ConditionState = SNOW PARTIALLY_CONSTRUCTED 15389 Model = ABPatriot_A6S 15390 Animation = ABPatriot_A6S.ABPatriot_A6S 15391 AnimationMode = MANUAL 15392 Flags = START_FRAME_LAST 15393 TransitionKey = UP_SNOW 15394 ParticleSysBone = Sparks01 BuildUpBlueSpark 15395 ParticleSysBone = Sparks02 BuildUpBlueSpark 15396 End 15397 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 15398 Model = ABPatriot_A6SN 15399 Animation = ABPatriot_A6SN.ABPatriot_A6SN 15400 AnimationMode = MANUAL 15401 Flags = START_FRAME_LAST 15402 TransitionKey = UP_SNOWNIGHT 15403 ParticleSysBone = Sparks01 BuildUpBlueSpark 15404 ParticleSysBone = Sparks02 BuildUpBlueSpark 15405 End 15406 TransitionState = DOWN_DEFAULT UP_DAY 15407 Model = ABPatriot_A6 15408 Animation = ABPatriot_A6.ABPatriot_A6 15409 AnimationMode = ONCE 15410 AnimationSpeedFactorRange = 1.0 1.0 15411 Flags = START_FRAME_FIRST 15412 End 15413 TransitionState = DOWN_DEFAULT UP_NIGHT 15414 Model = ABPatriot_A6N 15415 Animation = ABPatriot_A6N.ABPatriot_A6N 15416 AnimationMode = ONCE 15417 AnimationSpeedFactorRange = 1.0 1.0 15418 Flags = START_FRAME_FIRST 15419 End 15420 TransitionState = DOWN_DEFAULT UP_SNOW 15421 Model = ABPatriot_A6S 15422 Animation = ABPatriot_A6S.ABPatriot_A6S 15423 AnimationMode = ONCE 15424 AnimationSpeedFactorRange = 1.0 1.0 15425 Flags = START_FRAME_FIRST 15426 End 15427 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15428 Model = ABPatriot_A6SN 15429 Animation = ABPatriot_A6SN.ABPatriot_A6SN 15430 AnimationMode = ONCE 15431 AnimationSpeedFactorRange = 1.0 1.0 15432 Flags = START_FRAME_FIRST 15433 End 15434 TransitionState = UP_DAY DOWN_DEFAULT 15435 Model = ABPatriot_A6 15436 Animation = ABPatriot_A6.ABPatriot_A6 15437 AnimationMode = ONCE_BACKWARDS 15438 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15439 Flags = START_FRAME_LAST 15440 End 15441 TransitionState = UP_NIGHT DOWN_DEFAULT 15442 Model = ABPatriot_A6N 15443 Animation = ABPatriot_A6N.ABPatriot_A6N 15444 AnimationMode = ONCE_BACKWARDS 15445 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15446 Flags = START_FRAME_LAST 15447 End 15448 TransitionState = UP_SNOW DOWN_DEFAULT 15449 Model = ABPatriot_A6S 15450 Animation = ABPatriot_A6S.ABPatriot_A6S 15451 AnimationMode = ONCE_BACKWARDS 15452 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15453 Flags = START_FRAME_LAST 15454 End 15455 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15456 Model = ABPatriot_A6SN 15457 Animation = ABPatriot_A6SN.ABPatriot_A6SN 15458 AnimationMode = ONCE_BACKWARDS 15459 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15460 Flags = START_FRAME_LAST 15461 End 15462 End 15463 15464 PlacementViewAngle = -45 15465 15466 ; ***DESIGN parameters *** 15467 DisplayName = OBJECT:SupW_PatriotBattery 15468 Side = AmericaSuperWeaponGeneral 15469 EditorSorting = STRUCTURE 15470 Prerequisites 15471 Object = SupW_AmericaPowerPlant 15472 End 15473 BuildCost = 900 15474 BuildTime = 25.0 ; in seconds 15475 EnergyProduction = -3 15476 WeaponSet 15477 Conditions = None 15478 Weapon = PRIMARY SupW_PatriotMissileWeapon 15479 Weapon = SECONDARY SupW_PatriotMissileAssistWeapon 15480 Weapon = TERTIARY SupW_PatriotMissileWeaponAir 15481 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 15482 AutoChooseSources = SECONDARY NONE 15483 AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT 15484 PreferredAgainst = PRIMARY VEHICLE INFANTRY 15485 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 15486 PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT 15487 ShareWeaponReloadTime = Yes 15488 End 15489 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 15490 ShroudClearingRange = 360 15491 ArmorSet 15492 Conditions = None 15493 Armor = BaseDefenseArmor 15494 DamageFX = StructureDamageFXNoShake 15495 End 15496 CommandSet = SupW_AmericaPatriotBatteryCommandSet 15497 ExperienceValue = 200 200 200 200 ; Experience point value at each level 15498 ; *** AUDIO Parameters *** 15499 VoiceSelect = PatriotBatterySelect 15500 SoundOnDamaged = BuildingDamagedStateLight 15501 SoundOnReallyDamaged = BuildingDestroy 15502 15503 UnitSpecificSounds 15504 UnderConstruction = UnderConstructionLoop 15505 End 15506 15507 UnitSpecificSounds 15508 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 15509 TurretMoveStart = NoSound 15510 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 15511 End 15512 15513 ; *** ENGINEERING Parameters *** 15514 RadarPriority = STRUCTURE 15515 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE EMP_HARDENED 15516 Body = StructureBody ModuleTag_04 15517 MaxHealth = 1000.0 15518 InitialHealth = 1000.0 15519 15520 SubdualDamageCap = 1200 15521 SubdualDamageHealRate = 500 15522 SubdualDamageHealAmount = 100 15523 End 15524 15525 Behavior = StealthDetectorUpdate ModuleTag_05 15526 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 15527 DetectionRange = 200 ;Dustin, enable this for independant balancing! 15528 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15529 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15530 End 15531 15532 Behavior = BaseRegenerateUpdate ModuleTag_06 15533 ;No data 15534 End 15535 Behavior = AIUpdateInterface ModuleTag_07 15536 Turret 15537 TurretTurnRate = 180 // turn rate, in degrees per sec 15538 TurretPitchRate = 180 15539 AllowsPitch = Yes 15540 NaturalTurretPitch = 45 15541 GroundUnitPitch = 40 15542 MinPhysicalPitch = -20 15543 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 15544 MinIdleScanInterval = 250 ; in milliseconds 15545 MaxIdleScanInterval = 250 ; in milliseconds 15546 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 15547 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 15548 End 15549 15550 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 15551 MoodAttackCheckRate = 250 15552 End 15553 15554 Behavior = AssistedTargetingUpdate ModuleTag_08 15555 AssistingClipSize = 4 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon 15556 AssistingWeaponSlot = SECONDARY ; And the weapon to use. Should have huge range and no natural clip. 15557 LaserFromAssisted = PatriotBinaryDataStream ; Stream to draw from the requestor to me 15558 LaserToTarget = PatriotBinaryDataStream ; Stream to draw from me to the target 15559 End 15560 15561 Behavior = DestroyDie ModuleTag_09 15562 ;nothing 15563 End 15564 Behavior = FXListDie ModuleTag_10 15565 DeathFX = FX_StructureTinyDeath 15566 End 15567 15568 Behavior = FlammableUpdate ModuleTag_12 15569 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15570 AflameDamageAmount = 5 ; taking this much damage... 15571 AflameDamageDelay = 500 ; this often. 15572 End 15573 Behavior = ObjectCreationUpgrade ModuleTag_13 15574 UpgradeObject = OCL_AmericanBattleDrone 15575 TriggeredBy = Upgrade_AmericaBattleDrone 15576 ConflictsWith = SupW_Upgrade_AmericaPointDefenseDrone Upgrade_AmericaHellfireDrone 15577 End 15578 Behavior = ObjectCreationUpgrade ModuleTag_14 15579 UpgradeObject = SupW_OCL_AmericanPointDefenseDrone 15580 TriggeredBy = SupW_Upgrade_AmericaPointDefenseDrone 15581 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 15582 End 15583 Behavior = ObjectCreationUpgrade ModuleTag_15 15584 UpgradeObject = OCL_AmericanHellfireDrone 15585 TriggeredBy = Upgrade_AmericaHellfireDrone 15586 ConflictsWith = Upgrade_AmericaBattleDrone SupW_Upgrade_AmericaPointDefenseDrone 15587 End 15588 Behavior = ProductionUpdate ModuleTag_16 15589 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 15590 End 15591 15592 ; Module 17 removed by design 15593 ; Behavior = FireWeaponUpdate ModuleTag_17 15594 ; Weapon = SupW_DefenseEmitterWeapon 15595 ; ExclusiveWeaponDelay = 500 15596 ; End 15597 15598 ;Module 18 removed because it is bizarre and useless 15599 ; Behavior = FireWeaponUpdate ModuleTag_18 15600 ; Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup 15601 ; End 15602 15603 Behavior = TransitionDamageFX ModuleTag_20 15604 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 15605 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 15606 ;--------------------------------------------------------------------------------------- 15607 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 15608 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 15609 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 15610 End 15611 15612 Geometry = CYLINDER 15613 GeometryMajorRadius = 12.0 15614 GeometryMinorRadius = 1.0 15615 GeometryHeight = 14.0 15616 GeometryIsSmall = No 15617 Shadow = SHADOW_VOLUME 15618 BuildCompletion = PLACED_BY_PLAYER 15619 15620 End 15621 15622 15623 ;------------------------------------------------------------------------------ 15624 Object SupW_AmericaFireBase 15625 15626 ; *** ART Parameters *** 15627 SelectPortrait = SAFirebase_L 15628 ButtonImage = SAFirebase 15629 Draw = W3DModelDraw ModuleTag_01 15630 15631 IgnoreConditionStates = NIGHT 15632 15633 OkToChangeModelColor = Yes 15634 15635 ExtraPublicBone = STATION01 15636 ExtraPublicBone = STATION02 15637 ExtraPublicBone = STATION03 15638 ExtraPublicBone = STATION04 15639 15640 15641 DefaultConditionState 15642 Model = ABFIREBASE 15643 WeaponMuzzleFlash = PRIMARY MuzzleFX 15644 WeaponRecoilBone = PRIMARY Barrel 15645 Turret = TURRET01 15646 TurretPitch = TURRETEL 15647 WeaponLaunchBone = PRIMARY MUZZLE01 15648 WeaponFireFXBone = PRIMARY MUZZLEFX 15649 End 15650 15651 ConditionState = DAMAGED 15652 Model = ABFIREBASE_D 15653 End 15654 15655 ConditionState = REALLYDAMAGED RUBBLE 15656 Model = ABFIREBASE_E 15657 End 15658 15659 ConditionState = SNOW 15660 Model = ABFIREBASE_S 15661 End 15662 15663 ConditionState = DAMAGED SNOW 15664 Model = ABFIREBASE_DS 15665 End 15666 15667 ConditionState = REALLYDAMAGED RUBBLE SNOW 15668 Model = ABFIREBASE_ES 15669 End 15670 15671 ;************************************************************************************************************************** 15672 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 15673 ;for this draw module 15674 15675 ConditionState = AWAITING_CONSTRUCTION 15676 Model = NONE 15677 End 15678 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15679 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15680 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15681 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15682 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15683 AliasConditionState = SOLD 15684 AliasConditionState = SOLD DAMAGED 15685 AliasConditionState = SOLD REALLYDAMAGED 15686 AliasConditionState = SOLD SNOW 15687 AliasConditionState = SOLD SNOW DAMAGED 15688 AliasConditionState = SOLD SNOW REALLYDAMAGED 15689 ;************************************************************************************************************************** 15690 15691 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15692 Model = ABFIREBASE 15693 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15694 End 15695 15696 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15697 Model = ABFIREBASE_S 15698 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15699 End 15700 15701 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 15702 Model = ABFIREBASE_D 15703 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15704 End 15705 15706 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 15707 Model = ABFIREBASE_DS 15708 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15709 End 15710 15711 ;************************************************************************************************************************** 15712 End 15713 15714 15715 15716 15717 ; ------------ construction-zone fence ----------------- 15718 Draw = W3DModelDraw ModuleTag_02 15719 AnimationsRequirePower = No 15720 DefaultConditionState 15721 Model = None 15722 TransitionKey = DOWN_DEFAULT 15723 End 15724 ConditionState = NIGHT 15725 Model = None 15726 TransitionKey = DOWN_DEFAULT 15727 End 15728 ConditionState = SNOW 15729 Model = None 15730 TransitionKey = DOWN_DEFAULT 15731 End 15732 ConditionState = SNOW NIGHT 15733 Model = None 15734 TransitionKey = DOWN_DEFAULT 15735 End 15736 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15737 Model = ABSupDrop_A4 15738 Animation = ABSupDrop_A4.ABSupDrop_A4 15739 AnimationMode = MANUAL 15740 Flags = START_FRAME_LAST 15741 TransitionKey = UP_DAY 15742 End 15743 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15744 Model = ABSupDrop_A4N 15745 Animation = ABSupDrop_A4N.ABSupDrop_A4N 15746 AnimationMode = MANUAL 15747 Flags = START_FRAME_LAST 15748 TransitionKey = UP_NIGHT 15749 End 15750 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15751 Model = ABSupDrop_A4S 15752 Animation = ABSupDrop_A4S.ABSupDrop_A4S 15753 AnimationMode = MANUAL 15754 Flags = START_FRAME_LAST 15755 TransitionKey = UP_SNOW 15756 End 15757 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15758 Model = ABSupDrop_A4SN 15759 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 15760 AnimationMode = MANUAL 15761 Flags = START_FRAME_LAST 15762 TransitionKey = UP_SNOWNIGHT 15763 End 15764 TransitionState = DOWN_DEFAULT UP_DAY 15765 Model = ABSupDrop_A4 15766 Animation = ABSupDrop_A4.ABSupDrop_A4 15767 AnimationMode = ONCE 15768 AnimationSpeedFactorRange = 1.0 1.0 15769 Flags = START_FRAME_FIRST 15770 End 15771 TransitionState = DOWN_DEFAULT UP_NIGHT 15772 Model = ABSupDrop_A4N 15773 Animation = ABSupDrop_A4N.ABSupDrop_A4N 15774 AnimationMode = ONCE 15775 AnimationSpeedFactorRange = 1.0 1.0 15776 Flags = START_FRAME_FIRST 15777 End 15778 TransitionState = DOWN_DEFAULT UP_SNOW 15779 Model = ABSupDrop_A4S 15780 Animation = ABSupDrop_A4S.ABSupDrop_A4S 15781 AnimationMode = ONCE 15782 AnimationSpeedFactorRange = 1.0 1.0 15783 Flags = START_FRAME_FIRST 15784 End 15785 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15786 Model = ABSupDrop_A4SN 15787 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 15788 AnimationMode = ONCE 15789 AnimationSpeedFactorRange = 1.0 1.0 15790 Flags = START_FRAME_FIRST 15791 End 15792 TransitionState = UP_DAY DOWN_DEFAULT 15793 Model = ABSupDrop_A4 15794 Animation = ABSupDrop_A4.ABSupDrop_A4 15795 AnimationMode = ONCE_BACKWARDS 15796 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15797 Flags = START_FRAME_LAST 15798 End 15799 TransitionState = UP_NIGHT DOWN_DEFAULT 15800 Model = ABSupDrop_A4N 15801 Animation = ABSupDrop_A4N.ABSupDrop_A4N 15802 AnimationMode = ONCE_BACKWARDS 15803 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15804 Flags = START_FRAME_LAST 15805 End 15806 TransitionState = UP_SNOW DOWN_DEFAULT 15807 Model = ABSupDrop_A4S 15808 Animation = ABSupDrop_A4S.ABSupDrop_A4S 15809 AnimationMode = ONCE_BACKWARDS 15810 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15811 Flags = START_FRAME_LAST 15812 End 15813 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15814 Model = ABSupDrop_A4SN 15815 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 15816 AnimationMode = ONCE_BACKWARDS 15817 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15818 Flags = START_FRAME_LAST 15819 End 15820 End 15821 15822 ; ------------ under-construction scaffolding ----------------- 15823 Draw = W3DModelDraw ModuleTag_03 15824 AnimationsRequirePower = No 15825 MinLODRequired = MEDIUM 15826 DefaultConditionState 15827 Model = None 15828 TransitionKey = DOWN_DEFAULT 15829 End 15830 ConditionState = NIGHT 15831 Model = None 15832 TransitionKey = DOWN_DEFAULT 15833 End 15834 ConditionState = SNOW 15835 Model = None 15836 TransitionKey = DOWN_DEFAULT 15837 End 15838 ConditionState = SNOW NIGHT 15839 Model = None 15840 TransitionKey = DOWN_DEFAULT 15841 End 15842 ConditionState = PARTIALLY_CONSTRUCTED 15843 Model = ABSupDrop_A6 15844 Animation = ABSupDrop_A6.ABSupDrop_A6 15845 AnimationMode = MANUAL 15846 Flags = START_FRAME_LAST 15847 TransitionKey = UP_DAY 15848 ParticleSysBone = Sparks01 BuildUpBlueSpark 15849 ParticleSysBone = Sparks02 BuildUpBlueSpark 15850 ParticleSysBone = Sparks03 BuildUpBlueSpark 15851 ParticleSysBone = Sparks04 BuildUpBlueSpark 15852 ParticleSysBone = Sparks05 BuildUpBlueSpark 15853 ParticleSysBone = Sparks06 BuildUpBlueSpark 15854 End 15855 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 15856 Model = ABSupDrop_A6N 15857 Animation = ABSupDrop_A6N.ABSupDrop_A6N 15858 AnimationMode = MANUAL 15859 Flags = START_FRAME_LAST 15860 TransitionKey = UP_NIGHT 15861 ParticleSysBone = Sparks01 BuildUpBlueSpark 15862 ParticleSysBone = Sparks02 BuildUpBlueSpark 15863 ParticleSysBone = Sparks03 BuildUpBlueSpark 15864 ParticleSysBone = Sparks04 BuildUpBlueSpark 15865 ParticleSysBone = Sparks05 BuildUpBlueSpark 15866 ParticleSysBone = Sparks06 BuildUpBlueSpark 15867 End 15868 ConditionState = SNOW PARTIALLY_CONSTRUCTED 15869 Model = ABSupDrop_A6S 15870 Animation = ABSupDrop_A6S.ABSupDrop_A6S 15871 AnimationMode = MANUAL 15872 Flags = START_FRAME_LAST 15873 TransitionKey = UP_SNOW 15874 ParticleSysBone = Sparks01 BuildUpBlueSpark 15875 ParticleSysBone = Sparks02 BuildUpBlueSpark 15876 ParticleSysBone = Sparks03 BuildUpBlueSpark 15877 ParticleSysBone = Sparks04 BuildUpBlueSpark 15878 ParticleSysBone = Sparks05 BuildUpBlueSpark 15879 ParticleSysBone = Sparks06 BuildUpBlueSpark 15880 End 15881 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 15882 Model = ABSupDrop_A6SN 15883 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 15884 AnimationMode = MANUAL 15885 Flags = START_FRAME_LAST 15886 TransitionKey = UP_SNOWNIGHT 15887 ParticleSysBone = Sparks01 BuildUpBlueSpark 15888 ParticleSysBone = Sparks02 BuildUpBlueSpark 15889 ParticleSysBone = Sparks03 BuildUpBlueSpark 15890 ParticleSysBone = Sparks04 BuildUpBlueSpark 15891 ParticleSysBone = Sparks05 BuildUpBlueSpark 15892 ParticleSysBone = Sparks06 BuildUpBlueSpark 15893 End 15894 TransitionState = DOWN_DEFAULT UP_DAY 15895 Model = ABSupDrop_A6 15896 Animation = ABSupDrop_A6.ABSupDrop_A6 15897 AnimationMode = ONCE 15898 AnimationSpeedFactorRange = 1.0 1.0 15899 Flags = START_FRAME_FIRST 15900 End 15901 TransitionState = DOWN_DEFAULT UP_NIGHT 15902 Model = ABSupDrop_A6N 15903 Animation = ABSupDrop_A6N.ABSupDrop_A6N 15904 AnimationMode = ONCE 15905 AnimationSpeedFactorRange = 1.0 1.0 15906 Flags = START_FRAME_FIRST 15907 End 15908 TransitionState = DOWN_DEFAULT UP_SNOW 15909 Model = ABSupDrop_A6S 15910 Animation = ABSupDrop_A6S.ABSupDrop_A6S 15911 AnimationMode = ONCE 15912 AnimationSpeedFactorRange = 1.0 1.0 15913 Flags = START_FRAME_FIRST 15914 End 15915 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15916 Model = ABSupDrop_A6SN 15917 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 15918 AnimationMode = ONCE 15919 AnimationSpeedFactorRange = 1.0 1.0 15920 Flags = START_FRAME_FIRST 15921 End 15922 TransitionState = UP_DAY DOWN_DEFAULT 15923 Model = ABSupDrop_A6 15924 Animation = ABSupDrop_A6.ABSupDrop_A6 15925 AnimationMode = ONCE_BACKWARDS 15926 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15927 Flags = START_FRAME_LAST 15928 End 15929 TransitionState = UP_NIGHT DOWN_DEFAULT 15930 Model = ABSupDrop_A6N 15931 Animation = ABSupDrop_A6N.ABSupDrop_A6N 15932 AnimationMode = ONCE_BACKWARDS 15933 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15934 Flags = START_FRAME_LAST 15935 End 15936 TransitionState = UP_SNOW DOWN_DEFAULT 15937 Model = ABSupDrop_A6S 15938 Animation = ABSupDrop_A6S.ABSupDrop_A6S 15939 AnimationMode = ONCE_BACKWARDS 15940 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15941 Flags = START_FRAME_LAST 15942 End 15943 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15944 Model = ABSupDrop_A6SN 15945 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 15946 AnimationMode = ONCE_BACKWARDS 15947 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15948 Flags = START_FRAME_LAST 15949 End 15950 End 15951 PlacementViewAngle = -45 15952 15953 15954 15955 ; ***DESIGN parameters *** 15956 DisplayName = OBJECT:FireBase 15957 Side = AmericaSuperWeaponGeneral 15958 EditorSorting = STRUCTURE 15959 Prerequisites 15960 Object = SupW_AmericaPowerPlant 15961 End 15962 BuildCost = 1000 15963 BuildTime = 25.0 ; in seconds 15964 EnergyProduction = 0 15965 WeaponSet 15966 Conditions = None 15967 Weapon = PRIMARY FireBaseHowitzerGun 15968 End 15969 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 15970 ShroudClearingRange = 360 15971 ArmorSet 15972 Conditions = None 15973 Armor = FireBaseArmor 15974 DamageFX = StructureDamageFXNoShake 15975 End 15976 CommandSet = SupW_AmericaFireBaseCommandSet 15977 ExperienceValue = 200 200 200 200 ; Experience point value at each level 15978 15979 ; *** AUDIO Parameters *** 15980 VoiceSelect = PatriotBatterySelect 15981 SoundOnDamaged = BuildingDamagedStateLight 15982 SoundOnReallyDamaged = BuildingDestroy 15983 15984 UnitSpecificSounds 15985 UnderConstruction = UnderConstructionLoop 15986 End 15987 15988 UnitSpecificSounds 15989 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 15990 TurretMoveStart = NoSound 15991 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 15992 End 15993 15994 ; *** ENGINEERING Parameters *** 15995 RadarPriority = STRUCTURE 15996 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED 15997 15998 15999 Body = HiveStructureBody ModuleTag_04; 16000 MaxHealth = 1000.0 16001 InitialHealth = 1000.0 16002 16003 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16004 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16005 SubdualDamageCap = 1200 16006 SubdualDamageHealRate = 500 16007 SubdualDamageHealAmount = 100 16008 ;**Careful with these damage types -- because area damage types will already 16009 ;**damage slaves. 16010 ;PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER 16011 ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to 16012 End 16013 16014 16015 Behavior = BaseRegenerateUpdate ModuleTag_05 16016 ;No data 16017 End 16018 Behavior = AIUpdateInterface ModuleTag_06 16019 Turret 16020 TurretTurnRate = 60 // turn rate, in degrees per sec 16021 TurretPitchRate = 60 16022 AllowsPitch = Yes 16023 NaturalTurretPitch = 1 16024 GroundUnitPitch = 40 16025 MinPhysicalPitch = -20 16026 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 16027 MinIdleScanInterval = 550 ; in milliseconds 16028 MaxIdleScanInterval = 950 ; in milliseconds 16029 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 16030 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 16031 End 16032 16033 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 16034 MoodAttackCheckRate = 250 16035 End 16036 16037 Behavior = GarrisonContain ModuleTag_07 16038 ContainMax = 4 16039 EnterSound = GarrisonEnter 16040 ExitSound = GarrisonExit 16041 ImmuneToClearBuildingAttacks = Yes 16042 DamagePercentToUnits = 100% 16043 16044 IsEnclosingContainer = No 16045 16046 End 16047 16048 Behavior = DestroyDie ModuleTag_08 16049 ;nothing 16050 End 16051 16052 Behavior = FXListDie ModuleTag_10 16053 DeathFX = FX_StructureMediumDeath 16054 End 16055 16056 Behavior = FlammableUpdate ModuleTag_12 16057 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16058 AflameDamageAmount = 5 ; taking this much damage... 16059 AflameDamageDelay = 500 ; this often. 16060 End 16061 16062 Behavior = CreateObjectDie ModuleTag_13 16063 CreationList = OCL_LargeStructureDebris 16064 End 16065 16066 Behavior = TransitionDamageFX ModuleTag_14 16067 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 16068 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 16069 ;--------------------------------------------------------------------------------------- 16070 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 16071 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 16072 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 16073 End 16074 16075 Geometry = BOX 16076 GeometryMajorRadius = 26.0 16077 GeometryMinorRadius = 26.0 16078 GeometryHeight = 15.0 16079 GeometryIsSmall = No 16080 Shadow = SHADOW_VOLUME 16081 BuildCompletion = PLACED_BY_PLAYER 16082 16083 End 16084 16085 16086 16087 16088 16089 16090 16091 16092 16093 16094 16095 16096 16097 16098 16099 16100 16101 16102 16103 16104 16105 16106 16107 16108 16109 16110 16111 16112 16113 16114 16115 16116 16117 16118 16119 16120 16121 16122 16123 16124 16125 16126 ;------------------------------------------------------------------------------ 16127 Object SupW_AmericaPowerPlant 16128 16129 ; *** ART Parameters *** 16130 SelectPortrait = SAPowerPlantSW_L 16131 ButtonImage = SACntrlRds 16132 16133 ; ---- the building itself ------ 16134 Draw = W3DModelDraw ModuleTag_01 16135 OkToChangeModelColor = Yes 16136 16137 ; day ******************************************** 16138 ConditionState = NONE; 16139 Model = ABPWRPLANT 16140 Animation = ABPWRPLANT.ABPWRPLANT 16141 AnimationMode = LOOP 16142 ParticleSysBone = Smoke02 SteamVent 16143 End 16144 ConditionState = DAMAGED 16145 Model = ABPWRPLANT_D 16146 ParticleSysBone = Smoke01 SmolderingSmoke 16147 ParticleSysBone = Smoke02 SteamVent 16148 ParticleSysBone = Smoke03 SmolderingSmoke 16149 ParticleSysBone = Fire01 SmolderingFireLarge 16150 ParticleSysBone = Sparks01 LiveWireSparks 16151 ParticleSysBone = Sparks02 LiveWireSparks 16152 End 16153 ConditionState = REALLYDAMAGED RUBBLE 16154 Model = ABPWRPLANT_E 16155 ParticleSysBone = Smoke01 SmolderingSmoke 16156 ParticleSysBone = Smoke02 SteamVent 16157 ParticleSysBone = Smoke03 SmolderingSmoke 16158 ParticleSysBone = Smoke04 SmolderingSmoke 16159 ParticleSysBone = Smoke05 SmolderingSmoke 16160 ParticleSysBone = Smoke06 SmolderingSmoke 16161 ParticleSysBone = Fire01 SmolderingFireLarge 16162 ParticleSysBone = Fire02 SmolderingFireLarge 16163 ParticleSysBone = Fire03 SmolderingFireLarge 16164 ParticleSysBone = Spark01 LiveWireSparks 16165 End 16166 16167 ; day upgrade 16168 ConditionState = POWER_PLANT_UPGRADED ; 16169 Model = ABPWRPLANT 16170 Animation = ABPWRPLANT.ABPWRPLANT 16171 AnimationMode = LOOP 16172 ParticleSysBone = Smoke02 SteamVent 16173 ParticleSysBone = Spark01 LiveWireSparks 16174 ParticleSysBone = Spark02 LiveWireSparks02 16175 ParticleSysBone = Spark03 LiveWireSparks02 16176 ParticleSysBone = Spark04 LiveWireSparks 16177 ParticleSysBone = Spark05 LiveWireSparks02 16178 ParticleSysBone = Spark06 LiveWireSparks 16179 End 16180 ConditionState = DAMAGED POWER_PLANT_UPGRADED 16181 Model = ABPWRPLANT_D 16182 ParticleSysBone = Smoke01 SmolderingSmoke 16183 ParticleSysBone = Smoke02 SteamVent 16184 ParticleSysBone = Smoke03 SmolderingSmoke 16185 ParticleSysBone = Fire01 SmolderingFireLarge 16186 ParticleSysBone = Spark01 LiveWireSparks 16187 ParticleSysBone = Spark02 LiveWireSparks02 16188 ParticleSysBone = Spark03 LiveWireSparks02 16189 ParticleSysBone = Spark04 LiveWireSparks 16190 ParticleSysBone = Spark05 LiveWireSparks02 16191 ParticleSysBone = Spark06 LiveWireSparks 16192 End 16193 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 16194 Model = ABPWRPLANT_E 16195 ParticleSysBone = Smoke01 SmolderingSmoke 16196 ParticleSysBone = Smoke02 SteamVent 16197 ParticleSysBone = Smoke03 SmolderingSmoke 16198 ParticleSysBone = Smoke04 SmolderingSmoke 16199 ParticleSysBone = Smoke05 SmolderingSmoke 16200 ParticleSysBone = Smoke06 SmolderingSmoke 16201 ParticleSysBone = Fire01 SmolderingFireLarge 16202 ParticleSysBone = Fire02 SmolderingFireLarge 16203 ParticleSysBone = Fire03 SmolderingFireLarge 16204 ParticleSysBone = Spark01 LiveWireSparks 16205 ParticleSysBone = Spark02 LiveWireSparks02 16206 ParticleSysBone = Spark03 LiveWireSparks02 16207 ParticleSysBone = Spark04 LiveWireSparks 16208 ParticleSysBone = Spark05 LiveWireSparks02 16209 ParticleSysBone = Spark06 LiveWireSparks 16210 End 16211 16212 ; night 16213 ConditionState = NIGHT; 16214 Model = ABPWRPLANT_N 16215 Animation = ABPWRPLANT_N.ABPWRPLANT_N 16216 AnimationMode = LOOP 16217 ParticleSysBone = Smoke02 SteamVent 16218 End 16219 ConditionState = DAMAGED NIGHT 16220 Model = ABPWRPLANT_DN 16221 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 16222 AnimationMode = LOOP 16223 ParticleSysBone = Smoke01 SmolderingSmoke 16224 ParticleSysBone = Smoke02 SteamVent 16225 ParticleSysBone = Smoke03 SmolderingSmoke 16226 ParticleSysBone = Fire01 SmolderingFireLarge 16227 ParticleSysBone = Sparks01 LiveWireSparks 16228 ParticleSysBone = Sparks02 LiveWireSparks 16229 ParticleSysBone = Sparks03 LiveWireSparks02 16230 End 16231 ConditionState = REALLYDAMAGED RUBBLE NIGHT; 16232 Model = ABPWRPLANT_EN 16233 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 16234 AnimationMode = LOOP 16235 ParticleSysBone = Smoke01 SmolderingSmoke 16236 ParticleSysBone = Smoke02 SteamVent 16237 ParticleSysBone = Smoke03 SmolderingSmoke 16238 ParticleSysBone = Smoke04 SmolderingSmoke 16239 ParticleSysBone = Smoke05 SmolderingSmoke 16240 ParticleSysBone = Smoke06 SmolderingSmoke 16241 ParticleSysBone = Fire01 SmolderingFireLarge 16242 ParticleSysBone = Fire02 SmolderingFireLarge 16243 ParticleSysBone = Fire03 SmolderingFireLarge 16244 ParticleSysBone = Sparks01 LiveWireSparks 16245 ParticleSysBone = Sparks02 LiveWireSparks02 16246 ParticleSysBone = Sparks03 LiveWireSparks02 16247 ParticleSysBone = Sparks04 LiveWireSparks 16248 ParticleSysBone = Sparks05 LiveWireSparks02 16249 ParticleSysBone = Sparks07 LiveWireSparks 16250 End 16251 16252 ; night upgraded 16253 ConditionState = NIGHT POWER_PLANT_UPGRADED 16254 Model = ABPWRPLANT_N 16255 Animation = ABPWRPLANT_N.ABPWRPLANT_N 16256 AnimationMode = LOOP 16257 ParticleSysBone = Smoke02 SteamVent 16258 ParticleSysBone = Sparks02 LiveWireSparks02 16259 ParticleSysBone = Sparks03 LiveWireSparks02 16260 ParticleSysBone = Sparks04 LiveWireSparks 16261 ParticleSysBone = Sparks05 LiveWireSparks02 16262 ParticleSysBone = Sparks07 LiveWireSparks 16263 ParticleSysBone = Sparks08 LiveWireSparks02 16264 ParticleSysBone = Sparks09 LiveWireSparks 16265 ParticleSysBone = Sparks10 LiveWireSparks02 16266 ParticleSysBone = Sparks11 LiveWireSparks 16267 End 16268 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED 16269 Model = ABPWRPLANT_DN 16270 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 16271 AnimationMode = LOOP 16272 ParticleSysBone = Smoke01 SmolderingSmoke 16273 ParticleSysBone = Smoke02 SteamVent 16274 ParticleSysBone = Smoke03 SmolderingSmoke 16275 ParticleSysBone = Fire01 SmolderingFireLarge 16276 ParticleSysBone = Sparks02 LiveWireSparks02 16277 ParticleSysBone = Sparks03 LiveWireSparks02 16278 ParticleSysBone = Sparks04 LiveWireSparks 16279 ParticleSysBone = Sparks05 LiveWireSparks02 16280 ParticleSysBone = Sparks07 LiveWireSparks 16281 ParticleSysBone = Sparks08 LiveWireSparks02 16282 ParticleSysBone = Sparks09 LiveWireSparks 16283 ParticleSysBone = Sparks10 LiveWireSparks02 16284 ParticleSysBone = Sparks11 LiveWireSparks 16285 End 16286 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED 16287 Model = ABPWRPLANT_EN 16288 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 16289 AnimationMode = LOOP 16290 ParticleSysBone = Smoke01 SmolderingSmoke 16291 ParticleSysBone = Smoke02 SteamVent 16292 ParticleSysBone = Smoke03 SmolderingSmoke 16293 ParticleSysBone = Smoke04 SmolderingSmoke 16294 ParticleSysBone = Smoke05 SmolderingSmoke 16295 ParticleSysBone = Smoke06 SmolderingSmoke 16296 ParticleSysBone = Fire01 SmolderingFireLarge 16297 ParticleSysBone = Fire02 SmolderingFireLarge 16298 ParticleSysBone = Fire03 SmolderingFireLarge 16299 ParticleSysBone = Sparks02 LiveWireSparks02 16300 ParticleSysBone = Sparks03 LiveWireSparks02 16301 ParticleSysBone = Sparks04 LiveWireSparks 16302 ParticleSysBone = Sparks05 LiveWireSparks02 16303 ParticleSysBone = Sparks07 LiveWireSparks 16304 ParticleSysBone = Sparks08 LiveWireSparks02 16305 ParticleSysBone = Sparks09 LiveWireSparks 16306 ParticleSysBone = Sparks10 LiveWireSparks02 16307 ParticleSysBone = Sparks11 LiveWireSparks 16308 End 16309 16310 16311 ; day ******************************************** 16312 ConditionState = SNOW 16313 Model = ABPWRPLANT_S 16314 Animation = ABPWRPLANT_S.ABPWRPLANT_S 16315 AnimationMode = LOOP 16316 ParticleSysBone = Smoke02 SteamVent 16317 End 16318 ConditionState = DAMAGED SNOW 16319 Model = ABPWRPLANT_DS 16320 ParticleSysBone = Smoke01 SmolderingSmoke 16321 ParticleSysBone = Smoke02 SteamVent 16322 ParticleSysBone = Smoke03 SmolderingSmoke 16323 ParticleSysBone = Fire01 SmolderingFireLarge 16324 ParticleSysBone = Sparks01 LiveWireSparks 16325 ParticleSysBone = Sparks02 LiveWireSparks 16326 End 16327 ConditionState = REALLYDAMAGED RUBBLE SNOW 16328 Model = ABPWRPLANT_ES 16329 ParticleSysBone = Smoke01 SmolderingSmoke 16330 ParticleSysBone = Smoke02 SteamVent 16331 ParticleSysBone = Smoke03 SmolderingSmoke 16332 ParticleSysBone = Smoke04 SmolderingSmoke 16333 ParticleSysBone = Smoke05 SmolderingSmoke 16334 ParticleSysBone = Smoke06 SmolderingSmoke 16335 ParticleSysBone = Fire01 SmolderingFireLarge 16336 ParticleSysBone = Fire02 SmolderingFireLarge 16337 ParticleSysBone = Fire03 SmolderingFireLarge 16338 ParticleSysBone = Spark01 LiveWireSparks 16339 End 16340 16341 16342 ; day upgrade 16343 ConditionState = POWER_PLANT_UPGRADED SNOW; 16344 Model = ABPWRPLANT_S 16345 Animation = ABPWRPLANT_S.ABPWRPLANT_S 16346 AnimationMode = LOOP 16347 ParticleSysBone = Smoke02 SteamVent 16348 ParticleSysBone = Spark01 LiveWireSparks 16349 ParticleSysBone = Spark02 LiveWireSparks02 16350 ParticleSysBone = Spark03 LiveWireSparks02 16351 ParticleSysBone = Spark04 LiveWireSparks 16352 ParticleSysBone = Spark05 LiveWireSparks02 16353 ParticleSysBone = Spark06 LiveWireSparks 16354 End 16355 ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 16356 Model = ABPWRPLANT_DS 16357 ParticleSysBone = Smoke01 SmolderingSmoke 16358 ParticleSysBone = Smoke02 SteamVent 16359 ParticleSysBone = Smoke03 SmolderingSmoke 16360 ParticleSysBone = Fire01 SmolderingFireLarge 16361 ParticleSysBone = Spark01 LiveWireSparks 16362 ParticleSysBone = Spark02 LiveWireSparks02 16363 ParticleSysBone = Spark03 LiveWireSparks02 16364 ParticleSysBone = Spark04 LiveWireSparks 16365 ParticleSysBone = Spark05 LiveWireSparks02 16366 ParticleSysBone = Spark06 LiveWireSparks 16367 End 16368 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 16369 Model = ABPWRPLANT_ES 16370 ParticleSysBone = Smoke01 SmolderingSmoke 16371 ParticleSysBone = Smoke02 SteamVent 16372 ParticleSysBone = Smoke03 SmolderingSmoke 16373 ParticleSysBone = Smoke04 SmolderingSmoke 16374 ParticleSysBone = Smoke05 SmolderingSmoke 16375 ParticleSysBone = Smoke06 SmolderingSmoke 16376 ParticleSysBone = Fire01 SmolderingFireLarge 16377 ParticleSysBone = Fire02 SmolderingFireLarge 16378 ParticleSysBone = Fire03 SmolderingFireLarge 16379 ParticleSysBone = Spark01 LiveWireSparks 16380 ParticleSysBone = Spark02 LiveWireSparks02 16381 ParticleSysBone = Spark03 LiveWireSparks02 16382 ParticleSysBone = Spark04 LiveWireSparks 16383 ParticleSysBone = Spark05 LiveWireSparks02 16384 ParticleSysBone = Spark06 LiveWireSparks 16385 End 16386 16387 16388 ; night 16389 ConditionState = NIGHT SNOW; 16390 Model = ABPWRPLANT_NS 16391 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 16392 AnimationMode = LOOP 16393 ParticleSysBone = Smoke02 SteamVent 16394 End 16395 ConditionState = DAMAGED NIGHT SNOW 16396 Model = ABPWRPLANT_DNS 16397 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 16398 AnimationMode = LOOP 16399 ParticleSysBone = Smoke01 SmolderingSmoke 16400 ParticleSysBone = Smoke02 SteamVent 16401 ParticleSysBone = Smoke03 SmolderingSmoke 16402 ParticleSysBone = Fire01 SmolderingFireLarge 16403 ParticleSysBone = Sparks01 LiveWireSparks 16404 ParticleSysBone = Sparks02 LiveWireSparks 16405 ParticleSysBone = Sparks03 LiveWireSparks02 16406 End 16407 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW; 16408 Model = ABPWRPLANT_ENS 16409 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 16410 AnimationMode = LOOP 16411 ParticleSysBone = Smoke01 SmolderingSmoke 16412 ParticleSysBone = Smoke02 SteamVent 16413 ParticleSysBone = Smoke03 SmolderingSmoke 16414 ParticleSysBone = Smoke04 SmolderingSmoke 16415 ParticleSysBone = Smoke05 SmolderingSmoke 16416 ParticleSysBone = Smoke06 SmolderingSmoke 16417 ParticleSysBone = Fire01 SmolderingFireLarge 16418 ParticleSysBone = Fire02 SmolderingFireLarge 16419 ParticleSysBone = Fire03 SmolderingFireLarge 16420 ParticleSysBone = Sparks01 LiveWireSparks 16421 ParticleSysBone = Sparks02 LiveWireSparks02 16422 ParticleSysBone = Sparks03 LiveWireSparks02 16423 ParticleSysBone = Sparks04 LiveWireSparks 16424 ParticleSysBone = Sparks05 LiveWireSparks02 16425 ParticleSysBone = Sparks07 LiveWireSparks 16426 End 16427 16428 ; night upgraded 16429 ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW 16430 Model = ABPWRPLANT_NS 16431 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 16432 AnimationMode = LOOP 16433 ParticleSysBone = Smoke02 SteamVent 16434 ParticleSysBone = Sparks02 LiveWireSparks02 16435 ParticleSysBone = Sparks03 LiveWireSparks02 16436 ParticleSysBone = Sparks04 LiveWireSparks 16437 ParticleSysBone = Sparks05 LiveWireSparks02 16438 ParticleSysBone = Sparks07 LiveWireSparks 16439 ParticleSysBone = Sparks08 LiveWireSparks02 16440 ParticleSysBone = Sparks09 LiveWireSparks 16441 ParticleSysBone = Sparks10 LiveWireSparks02 16442 ParticleSysBone = Sparks11 LiveWireSparks 16443 End 16444 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW 16445 Model = ABPWRPLANT_DNS 16446 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 16447 AnimationMode = LOOP 16448 ParticleSysBone = Smoke01 SmolderingSmoke 16449 ParticleSysBone = Smoke02 SteamVent 16450 ParticleSysBone = Smoke03 SmolderingSmoke 16451 ParticleSysBone = Fire01 SmolderingFireLarge 16452 ParticleSysBone = Sparks02 LiveWireSparks02 16453 ParticleSysBone = Sparks03 LiveWireSparks02 16454 ParticleSysBone = Sparks04 LiveWireSparks 16455 ParticleSysBone = Sparks05 LiveWireSparks02 16456 ParticleSysBone = Sparks07 LiveWireSparks 16457 ParticleSysBone = Sparks08 LiveWireSparks02 16458 ParticleSysBone = Sparks09 LiveWireSparks 16459 ParticleSysBone = Sparks10 LiveWireSparks02 16460 ParticleSysBone = Sparks11 LiveWireSparks 16461 End 16462 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW 16463 Model = ABPWRPLANT_ENS 16464 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 16465 AnimationMode = LOOP 16466 ParticleSysBone = Smoke01 SmolderingSmoke 16467 ParticleSysBone = Smoke02 SteamVent 16468 ParticleSysBone = Smoke03 SmolderingSmoke 16469 ParticleSysBone = Smoke04 SmolderingSmoke 16470 ParticleSysBone = Smoke05 SmolderingSmoke 16471 ParticleSysBone = Smoke06 SmolderingSmoke 16472 ParticleSysBone = Fire01 SmolderingFireLarge 16473 ParticleSysBone = Fire02 SmolderingFireLarge 16474 ParticleSysBone = Fire03 SmolderingFireLarge 16475 ParticleSysBone = Sparks02 LiveWireSparks02 16476 ParticleSysBone = Sparks03 LiveWireSparks02 16477 ParticleSysBone = Sparks04 LiveWireSparks 16478 ParticleSysBone = Sparks05 LiveWireSparks02 16479 ParticleSysBone = Sparks07 LiveWireSparks 16480 ParticleSysBone = Sparks08 LiveWireSparks02 16481 ParticleSysBone = Sparks09 LiveWireSparks 16482 ParticleSysBone = Sparks10 LiveWireSparks02 16483 ParticleSysBone = Sparks11 LiveWireSparks 16484 End 16485 16486 ;************************************************************************************************************************** 16487 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 16488 ;for this draw module 16489 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16490 Model = ABPWRPLANT 16491 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16492 End 16493 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 16494 Model = ABPWRPLANT_D 16495 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16496 End 16497 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 16498 Model = ABPWRPLANT_E 16499 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16500 End 16501 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 16502 Model = ABPWRPLANT_N 16503 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16504 End 16505 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 16506 Model = ABPWRPLANT_DN 16507 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16508 End 16509 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 16510 Model = ABPWRPLANT_EN 16511 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16512 End 16513 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 16514 Model = ABPWRPLANT_S 16515 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16516 End 16517 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 16518 Model = ABPWRPLANT_DS 16519 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16520 End 16521 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 16522 Model = ABPWRPLANT_ES 16523 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16524 End 16525 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 16526 Model = ABPWRPLANT_NS 16527 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16528 End 16529 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 16530 Model = ABPWRPLANT_DNS 16531 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16532 End 16533 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 16534 Model = ABPWRPLANT_ENS 16535 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16536 End 16537 16538 ConditionState = AWAITING_CONSTRUCTION 16539 Model = NONE 16540 End 16541 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 16542 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 16543 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 16544 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 16545 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 16546 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 16547 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 16548 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 16549 AliasConditionState = SOLD DAMAGED 16550 AliasConditionState = SOLD REALLYDAMAGED 16551 AliasConditionState = SOLD NIGHT 16552 AliasConditionState = SOLD NIGHT DAMAGED 16553 AliasConditionState = SOLD NIGHT REALLYDAMAGED 16554 AliasConditionState = SOLD SNOW 16555 AliasConditionState = SOLD SNOW DAMAGED 16556 AliasConditionState = SOLD SNOW REALLYDAMAGED 16557 AliasConditionState = SOLD NIGHT SNOW 16558 AliasConditionState = SOLD NIGHT SNOW DAMAGED 16559 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 16560 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 16561 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 16562 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 16563 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 16564 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 16565 AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED 16566 AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED 16567 AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 16568 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 16569 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 16570 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 16571 ;************************************************************************************************************************** 16572 16573 16574 16575 16576 16577 16578 End 16579 16580 ; ------------ construction-zone fence ----------------- 16581 16582 Draw = W3DModelDraw ModuleTag_02 16583 AnimationsRequirePower = No 16584 DefaultConditionState 16585 Model = None 16586 TransitionKey = DOWN_DEFAULT 16587 End 16588 ConditionState = NIGHT 16589 Model = None 16590 TransitionKey = DOWN_DEFAULT 16591 End 16592 ConditionState = SNOW 16593 Model = None 16594 TransitionKey = DOWN_DEFAULT 16595 End 16596 ConditionState = SNOW NIGHT 16597 Model = None 16598 TransitionKey = DOWN_DEFAULT 16599 End 16600 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16601 Model = ABPwrPlant_A4 16602 Animation = ABPwrPlant_A4.ABPwrPlant_A4 16603 AnimationMode = MANUAL 16604 Flags = START_FRAME_LAST 16605 TransitionKey = UP_DAY 16606 ParticleSysBone = SmokeS01 SmokeBuildingSmall 16607 ParticleSysBone = SparksS01 LiveWireSparks02 16608 End 16609 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16610 Model = ABPwrPlant_A4N 16611 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 16612 AnimationMode = MANUAL 16613 Flags = START_FRAME_LAST 16614 TransitionKey = UP_NIGHT 16615 ParticleSysBone = SmokeS01 SmokeBuildingSmall 16616 ParticleSysBone = SparksS01 LiveWireSparks02 16617 End 16618 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16619 Model = ABPwrPlant_A4S 16620 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 16621 AnimationMode = MANUAL 16622 Flags = START_FRAME_LAST 16623 TransitionKey = UP_SNOW 16624 ParticleSysBone = SmokeS01 SmokeBuildingSmall 16625 ParticleSysBone = SparksS01 LiveWireSparks02 16626 End 16627 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16628 Model = ABPwrPlant_A4S 16629 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 16630 AnimationMode = MANUAL 16631 Flags = START_FRAME_LAST 16632 TransitionKey = UP_SNOWNIGHT 16633 ParticleSysBone = SmokeS01 SmokeBuildingSmall 16634 ParticleSysBone = SparksS01 LiveWireSparks02 16635 End 16636 TransitionState = DOWN_DEFAULT UP_DAY 16637 Model = ABPwrPlant_A4 16638 Animation = ABPwrPlant_A4.ABPwrPlant_A4 16639 AnimationMode = ONCE 16640 AnimationSpeedFactorRange = 1.0 1.0 16641 Flags = START_FRAME_FIRST 16642 End 16643 TransitionState = DOWN_DEFAULT UP_NIGHT 16644 Model = ABPwrPlant_A4N 16645 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 16646 AnimationMode = ONCE 16647 AnimationSpeedFactorRange = 1.0 1.0 16648 Flags = START_FRAME_FIRST 16649 End 16650 TransitionState = DOWN_DEFAULT UP_SNOW 16651 Model = ABPwrPlant_A4S 16652 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 16653 AnimationMode = ONCE 16654 AnimationSpeedFactorRange = 1.0 1.0 16655 Flags = START_FRAME_FIRST 16656 End 16657 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16658 Model = ABPwrPlant_A4SN 16659 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 16660 AnimationMode = ONCE 16661 AnimationSpeedFactorRange = 1.0 1.0 16662 Flags = START_FRAME_FIRST 16663 End 16664 TransitionState = UP_DAY DOWN_DEFAULT 16665 Model = ABPwrPlant_A4 16666 Animation = ABPwrPlant_A4.ABPwrPlant_A4 16667 AnimationMode = ONCE_BACKWARDS 16668 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16669 Flags = START_FRAME_LAST 16670 End 16671 TransitionState = UP_NIGHT DOWN_DEFAULT 16672 Model = ABPwrPlant_A4N 16673 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 16674 AnimationMode = ONCE_BACKWARDS 16675 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16676 Flags = START_FRAME_LAST 16677 End 16678 TransitionState = UP_SNOW DOWN_DEFAULT 16679 Model = ABPwrPlant_A4S 16680 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 16681 AnimationMode = ONCE_BACKWARDS 16682 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16683 Flags = START_FRAME_LAST 16684 End 16685 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16686 Model = ABPwrPlant_A4SN 16687 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 16688 AnimationMode = ONCE_BACKWARDS 16689 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16690 Flags = START_FRAME_LAST 16691 End 16692 End 16693 16694 ; ------------ under-construction scaffolding ----------------- 16695 Draw = W3DModelDraw ModuleTag_03 16696 AnimationsRequirePower = No 16697 MinLODRequired = MEDIUM 16698 DefaultConditionState 16699 Model = None 16700 TransitionKey = DOWN_DEFAULT 16701 End 16702 ConditionState = NIGHT 16703 Model = None 16704 TransitionKey = DOWN_DEFAULT 16705 End 16706 ConditionState = SNOW 16707 Model = None 16708 TransitionKey = DOWN_DEFAULT 16709 End 16710 ConditionState = SNOW NIGHT 16711 Model = None 16712 TransitionKey = DOWN_DEFAULT 16713 End 16714 ConditionState = PARTIALLY_CONSTRUCTED 16715 Model = ABPwrPlant_A6 16716 Animation = ABPwrPlant_A6.ABPwrPlant_A6 16717 AnimationMode = MANUAL 16718 Flags = START_FRAME_LAST 16719 TransitionKey = UP_DAY 16720 ParticleSysBone = SparksS01 BuildUpBlueSpark 16721 ParticleSysBone = SparksS02 BuildUpBlueSpark 16722 ParticleSysBone = SparksS03 SparksSmall 16723 ParticleSysBone = SparksS06 BuildUpBlueSpark 16724 End 16725 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 16726 Model = ABPwrPlant_A6N 16727 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 16728 AnimationMode = MANUAL 16729 Flags = START_FRAME_LAST 16730 TransitionKey = UP_NIGHT 16731 ParticleSysBone = SparksS01 BuildUpBlueSpark 16732 ParticleSysBone = SparksS02 BuildUpBlueSpark 16733 ParticleSysBone = SparksS03 SparksSmall 16734 ParticleSysBone = SparksS06 BuildUpBlueSpark 16735 End 16736 ConditionState = SNOW PARTIALLY_CONSTRUCTED 16737 Model = ABPwrPlant_A6S 16738 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 16739 AnimationMode = MANUAL 16740 Flags = START_FRAME_LAST 16741 TransitionKey = UP_SNOW 16742 ParticleSysBone = SparksS01 BuildUpBlueSpark 16743 ParticleSysBone = SparksS02 BuildUpBlueSpark 16744 ParticleSysBone = SparksS03 SparksSmall 16745 ParticleSysBone = SparksS06 BuildUpBlueSpark 16746 End 16747 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 16748 Model = ABPwrPlant_A6SN 16749 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 16750 AnimationMode = MANUAL 16751 Flags = START_FRAME_LAST 16752 TransitionKey = UP_SNOWNIGHT 16753 ParticleSysBone = SparksS01 BuildUpBlueSpark 16754 ParticleSysBone = SparksS02 BuildUpBlueSpark 16755 ParticleSysBone = SparksS03 SparksSmall 16756 ParticleSysBone = SparksS06 BuildUpBlueSpark 16757 End 16758 TransitionState = DOWN_DEFAULT UP_DAY 16759 Model = ABPwrPlant_A6 16760 Animation = ABPwrPlant_A6.ABPwrPlant_A6 16761 AnimationMode = ONCE 16762 AnimationSpeedFactorRange = 1.0 1.0 16763 Flags = START_FRAME_FIRST 16764 End 16765 TransitionState = DOWN_DEFAULT UP_NIGHT 16766 Model = ABPwrPlant_A6N 16767 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 16768 AnimationMode = ONCE 16769 AnimationSpeedFactorRange = 1.0 1.0 16770 Flags = START_FRAME_FIRST 16771 End 16772 TransitionState = DOWN_DEFAULT UP_SNOW 16773 Model = ABPwrPlant_A6S 16774 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 16775 AnimationMode = ONCE 16776 16777 AnimationSpeedFactorRange = 1.0 1.0 16778 Flags = START_FRAME_FIRST 16779 End 16780 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16781 Model = ABPwrPlant_A6SN 16782 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 16783 AnimationMode = ONCE 16784 AnimationSpeedFactorRange = 1.0 1.0 16785 Flags = START_FRAME_FIRST 16786 End 16787 TransitionState = UP_DAY DOWN_DEFAULT 16788 Model = ABPwrPlant_A6 16789 Animation = ABPwrPlant_A6.ABPwrPlant_A6 16790 AnimationMode = ONCE_BACKWARDS 16791 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16792 Flags = START_FRAME_LAST 16793 End 16794 TransitionState = UP_NIGHT DOWN_DEFAULT 16795 Model = ABPwrPlant_A6N 16796 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 16797 AnimationMode = ONCE_BACKWARDS 16798 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16799 Flags = START_FRAME_LAST 16800 End 16801 TransitionState = UP_SNOW DOWN_DEFAULT 16802 Model = ABPwrPlant_A6S 16803 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 16804 AnimationMode = ONCE_BACKWARDS 16805 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16806 Flags = START_FRAME_LAST 16807 End 16808 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16809 Model = ABPwrPlant_A6SN 16810 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 16811 AnimationMode = ONCE_BACKWARDS 16812 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16813 Flags = START_FRAME_LAST 16814 End 16815 End 16816 16817 ; ------------ being-constructed crane ----------------- 16818 Draw = W3DModelDraw ModuleTag_04 16819 AnimationsRequirePower = No 16820 DefaultConditionState 16821 Model = None 16822 TransitionKey = DOWN_DEFAULT 16823 End 16824 ConditionState = NIGHT 16825 Model = None 16826 TransitionKey = DOWN_DEFAULT 16827 End 16828 ConditionState = SNOW 16829 Model = None 16830 TransitionKey = DOWN_DEFAULT 16831 End 16832 ConditionState = SNOW NIGHT 16833 Model = None 16834 TransitionKey = DOWN_DEFAULT 16835 End 16836 ConditionState = SOLD 16837 Model = NONE 16838 End 16839 16840 ConditionState = ACTIVELY_BEING_CONSTRUCTED 16841 Model = ABPwrPlant_A5 16842 Animation = ABPwrPlant_A5.ABPwrPlant_A5 16843 AnimationMode = LOOP 16844 TransitionKey = UP_DAY 16845 End 16846 16847 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 16848 Model = ABPwrPlant_A5N 16849 Animation = ABPwrPlant_A5N.ABPwrPlant_A5N 16850 AnimationMode = LOOP 16851 TransitionKey = UP_NIGHT 16852 End 16853 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 16854 Model = ABPwrPlant_A5S 16855 Animation = ABPwrPlant_A5S.ABPwrPlant_A5S 16856 AnimationMode = LOOP 16857 TransitionKey = UP_SNOW 16858 End 16859 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 16860 Model = ABPwrPlant_A5SN 16861 Animation = ABPwrPlant_A5SN.ABPwrPlant_A5SN 16862 AnimationMode = LOOP 16863 TransitionKey = UP_SNOWNIGHT 16864 End 16865 TransitionState = DOWN_DEFAULT UP_DAY 16866 Model = ABPwrPlant_AB 16867 Animation = ABPwrPlant_AB.ABPwrPlant_AB 16868 AnimationMode = ONCE 16869 AnimationSpeedFactorRange = 1.0 1.0 16870 Flags = START_FRAME_FIRST 16871 End 16872 16873 TransitionState = DOWN_DEFAULT UP_NIGHT 16874 Model = ABPwrPlant_ABN 16875 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 16876 AnimationMode = ONCE 16877 AnimationSpeedFactorRange = 1.0 1.0 16878 Flags = START_FRAME_FIRST 16879 End 16880 16881 TransitionState = DOWN_DEFAULT UP_SNOW 16882 Model = ABPwrPlant_ABS 16883 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 16884 AnimationMode = ONCE 16885 AnimationSpeedFactorRange = 1.0 1.0 16886 Flags = START_FRAME_FIRST 16887 End 16888 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16889 Model = ABPwrPlant_ABSN 16890 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 16891 AnimationMode = ONCE 16892 AnimationSpeedFactorRange = 1.0 1.0 16893 Flags = START_FRAME_FIRST 16894 End 16895 TransitionState = UP_DAY DOWN_DEFAULT 16896 Model = ABPwrPlant_AB 16897 Animation = ABPwrPlant_AB.ABPwrPlant_AB 16898 AnimationMode = ONCE_BACKWARDS 16899 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16900 Flags = START_FRAME_LAST 16901 End 16902 TransitionState = UP_NIGHT DOWN_DEFAULT 16903 Model = ABPwrPlant_ABN 16904 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 16905 AnimationMode = ONCE_BACKWARDS 16906 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16907 Flags = START_FRAME_LAST 16908 End 16909 TransitionState = UP_SNOW DOWN_DEFAULT 16910 Model = ABPwrPlant_ABS 16911 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 16912 AnimationMode = ONCE_BACKWARDS 16913 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16914 Flags = START_FRAME_LAST 16915 End 16916 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16917 Model = ABPwrPlant_ABSN 16918 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 16919 AnimationMode = ONCE_BACKWARDS 16920 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16921 Flags = START_FRAME_LAST 16922 End 16923 End 16924 16925 ; ---- the control rods ----- 16926 Draw = W3DModelDraw ModuleTag_05 16927 OkToChangeModelColor = Yes 16928 16929 ; no upgrade 16930 ConditionState = NONE 16931 Model ABPWRPLANTSW_A1 16932 End 16933 AliasConditionState = SNOW 16934 AliasConditionState = NIGHT 16935 AliasConditionState = SNOW NIGHT 16936 16937 ConditionState = DAMAGED 16938 Model ABPWRPLANTS_A1D 16939 End 16940 AliasConditionState = DAMAGED SNOW 16941 AliasConditionState = DAMAGED NIGHT 16942 AliasConditionState = DAMAGED SNOW NIGHT 16943 16944 ConditionState = REALLYDAMAGED RUBBLE 16945 Model ABPWRPLANTS_A1E 16946 End 16947 AliasConditionState = REALLYDAMAGED RUBBLE SNOW 16948 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 16949 AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 16950 16951 16952 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16953 Model = ABPWRPLANTSW_A1 16954 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16955 End 16956 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 16957 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 16958 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 16959 16960 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 16961 Model = ABPWRPLANTS_A1D 16962 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16963 End 16964 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 16965 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 16966 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 16967 16968 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 16969 Model = ABPWRPLANTS_A1E 16970 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16971 End 16972 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 16973 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 16974 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 16975 16976 ; first to upgrade 16977 ConditionState = POWER_PLANT_UPGRADING 16978 Model ABPWRPLANTSW_A1 16979 Animation = ABPWRPLANTSW_A1.ABPWRPLANTSW_A1 16980 AnimationMode = ONCE 16981 Flags = START_FRAME_FIRST 16982 End 16983 AliasConditionState = POWER_PLANT_UPGRADING SNOW 16984 AliasConditionState = POWER_PLANT_UPGRADING NIGHT 16985 AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT 16986 16987 ConditionState = DAMAGED POWER_PLANT_UPGRADING 16988 Model ABPWRPLANTS_A1D 16989 Animation = ABPWRPLANTS_A1D.ABPWRPLANTS_A1D 16990 AnimationMode = ONCE 16991 Flags = START_FRAME_FIRST 16992 End 16993 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW 16994 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT 16995 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT 16996 16997 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING 16998 Model ABPWRPLANTS_A1E 16999 Animation = ABPWRPLANTS_A1E.ABPWRPLANTS_A1E 17000 AnimationMode = ONCE 17001 Flags = START_FRAME_FIRST 17002 End 17003 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW 17004 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT 17005 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT 17006 17007 ; already upgraded 17008 ConditionState = POWER_PLANT_UPGRADED 17009 Model ABPWRPLANTSW_A1 17010 Animation = ABPWRPLANTSW_A1.ABPWRPLANTSW_A1 17011 AnimationMode = MANUAL 17012 Flags = START_FRAME_LAST 17013 End 17014 AliasConditionState = POWER_PLANT_UPGRADED SNOW 17015 AliasConditionState = POWER_PLANT_UPGRADED NIGHT 17016 AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT 17017 17018 ConditionState = DAMAGED POWER_PLANT_UPGRADED 17019 Model ABPWRPLANTS_A1D 17020 Animation = ABPWRPLANTS_A1D.ABPWRPLANTS_A1D 17021 AnimationMode = MANUAL 17022 Flags = START_FRAME_LAST 17023 End 17024 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 17025 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT 17026 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT 17027 17028 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 17029 Model ABPWRPLANTS_A1E 17030 Animation = ABPWRPLANTS_A1E.ABPWRPLANTS_A1E 17031 AnimationMode = MANUAL 17032 Flags = START_FRAME_LAST 17033 End 17034 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 17035 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT 17036 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT 17037 17038 17039 ConditionState = AWAITING_CONSTRUCTION 17040 Model = NONE 17041 End 17042 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 17043 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 17044 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 17045 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 17046 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 17047 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 17048 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 17049 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 17050 AliasConditionState = AWAITING_CONSTRUCTION SNOW 17051 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 17052 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 17053 AliasConditionState = SOLD DAMAGED 17054 AliasConditionState = SOLD REALLYDAMAGED 17055 AliasConditionState = SOLD NIGHT 17056 AliasConditionState = SOLD NIGHT DAMAGED 17057 AliasConditionState = SOLD NIGHT REALLYDAMAGED 17058 AliasConditionState = SOLD NIGHT SNOW 17059 AliasConditionState = SOLD NIGHT SNOW DAMAGED 17060 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 17061 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 17062 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 17063 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 17064 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 17065 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 17066 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 17067 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 17068 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 17069 ;************************************************************************************************************************** 17070 17071 End 17072 17073 17074 17075 PlacementViewAngle = -45 17076 17077 ; ***DESIGN parameters *** 17078 DisplayName = OBJECT:ColdFusionReactor 17079 Side = AmericaSuperWeaponGeneral 17080 EditorSorting = STRUCTURE 17081 Prerequisites 17082 End 17083 BuildCost = 900 17084 BuildTime = 10.0 ; in seconds 17085 EnergyProduction = 5 17086 EnergyBonus = 15 17087 VisionRange = 200.0 ; Shroud clearing distance 17088 ShroudClearingRange = 200 17089 ArmorSet 17090 Conditions = None 17091 Armor = StructureArmor 17092 DamageFX = StructureDamageFXNoShake 17093 End 17094 CommandSet = SupW_AmericaPowerPlantCommandSet 17095 ExperienceValue = 100 100 100 100 ; Experience point value at each level 17096 ; *** AUDIO Parameters *** 17097 VoiceSelect = ColdFusionReactorSelect 17098 SoundOnDamaged = BuildingDamagedStateLight 17099 SoundOnReallyDamaged = BuildingDestroy 17100 UnitSpecificSounds 17101 UnderConstruction = UnderConstructionLoop 17102 End 17103 ; *** ENGINEERING Parameters *** 17104 RadarPriority = STRUCTURE 17105 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY 17106 Body = StructureBody ModuleTag_06 17107 MaxHealth = 800.0 17108 InitialHealth = 800.0 17109 17110 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 17111 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 17112 SubdualDamageCap = 1000 17113 SubdualDamageHealRate = 500 17114 SubdualDamageHealAmount = 100 17115 End 17116 Behavior = PowerPlantUpgrade ModuleTag_07 17117 TriggeredBy = SupW_Upgrade_AmericaAdvancedControlRods 17118 End 17119 Behavior = BaseRegenerateUpdate ModuleTag_08 17120 ;No data 17121 End 17122 Behavior = PowerPlantUpdate ModuleTag_09 17123 RodsExtendTime = 600 17124 End 17125 Behavior = DestroyDie ModuleTag_10 17126 ;nothing 17127 End 17128 Behavior = CreateObjectDie ModuleTag_11 17129 CreationList = OCL_ABPowerPlantExplode 17130 End 17131 Behavior = CreateObjectDie ModuleTag_12 17132 CreationList = OCL_AmericanRangerDebris02 17133 ExemptStatus = UNDER_CONSTRUCTION 17134 End 17135 Behavior = FXListDie ModuleTag_13 17136 DeathFX = FX_StructureSmallDeath 17137 End 17138 Behavior = ProductionUpdate ModuleTag_14 17139 ; nothing 17140 End 17141 Behavior = FlammableUpdate ModuleTag_16 17142 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17143 AflameDamageAmount = 5 ; taking this much damage... 17144 AflameDamageDelay = 500 ; this often. 17145 End 17146 Behavior = TransitionDamageFX ModuleTag_17 17147 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 17148 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17149 ;--------------------------------------------------------------------------------------- 17150 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17151 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 17152 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 17153 End 17154 17155 Geometry = BOX 17156 GeometryMajorRadius = 22.0 17157 GeometryMinorRadius = 30.0 17158 GeometryHeight = 46.0 17159 GeometryIsSmall = No 17160 Shadow = SHADOW_VOLUME 17161 BuildCompletion = PLACED_BY_PLAYER 17162 17163 End 17164 17165 17166 17167 17168 17169 17170 ;------------------------------------------------------------------------------ 17171 ;China Neutron Missile, NukeSilo, Nuke Silo 17172 Object SupW_AmericaNuclearMissileLauncher 17173 17174 ; *** ART Parameters *** 17175 SelectPortrait = SAICBM_L 17176 ButtonImage = SAICBM 17177 Draw = W3DModelDraw ModuleTag_01 17178 OkToChangeModelColor = Yes 17179 ; day 17180 ConditionState = NONE 17181 Model = ABNukeSilo 17182 End 17183 ConditionState = SOLD 17184 Model = NONE 17185 End 17186 ConditionState = SOLD SNOW 17187 Model = NONE 17188 17189 End 17190 ConditionState = SOLD NIGHT 17191 Model = NONE 17192 End 17193 ConditionState = SOLD NIGHT SNOW 17194 Model = NONE 17195 End 17196 17197 17198 ConditionState = DAMAGED 17199 Model = ABNukeSilo_D 17200 ParticleSysBone = Smoke01 SmolderingSmoke 17201 ParticleSysBone = Smoke02 SmolderingSmoke 17202 ParticleSysBone = Smoke03 SmolderingSmoke 17203 ParticleSysBone = Smoke04 SmolderingSmoke 17204 ParticleSysBone = Smoke01 SmolderingFire 17205 ParticleSysBone = Smoke02 SmolderingFire 17206 ParticleSysBone = Smoke03 SmolderingFire 17207 ParticleSysBone = Smoke04 SmolderingFire 17208 End 17209 ConditionState = REALLYDAMAGED RUBBLE 17210 Model = ABNukeSilo_E 17211 ParticleSysBone = Smoke01 SmolderingSmoke 17212 ParticleSysBone = Smoke02 SmolderingSmoke 17213 ParticleSysBone = Smoke03 SmolderingSmoke 17214 ParticleSysBone = Smoke04 SmolderingSmoke 17215 ParticleSysBone = Smoke05 SmolderingSmoke 17216 ParticleSysBone = Smoke06 SmolderingSmoke 17217 ParticleSysBone = Smoke01 SmolderingFire 17218 ParticleSysBone = Smoke02 SmolderingFire 17219 ParticleSysBone = Smoke03 SmolderingFire 17220 ParticleSysBone = Smoke04 SmolderingFire 17221 ParticleSysBone = Smoke05 SmolderingFire 17222 ParticleSysBone = Smoke06 SmolderingFire 17223 End 17224 ConditionState = AWAITING_CONSTRUCTION 17225 Model = None 17226 End 17227 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17228 Model = ABNukeSilo 17229 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17230 END 17231 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 17232 Model = ABNukeSilo_D 17233 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17234 END 17235 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 17236 Model = ABNukeSilo_E 17237 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17238 END 17239 ConditionState = DOOR_1_OPENING 17240 Model = ABNukeSilo_A2 17241 Animation = ABNukeSilo_A2.ABNukeSilo_A2 17242 AnimationMode = ONCE 17243 Flags = MAINTAIN_FRAME_ACROSS_STATES 17244 End 17245 ConditionState = DOOR_1_WAITING_OPEN 17246 Model = ABNukeSilo_A2 17247 Animation = ABNukeSilo_A2.ABNukeSilo_A2 17248 AnimationMode = MANUAL 17249 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17250 WeaponLaunchBone = PRIMARY RockPost 17251 ParticleSysBone = Steam01 BigMissileSteam 17252 ParticleSysBone = Steam02 BigMissileSteam 17253 End 17254 ConditionState = DOOR_1_WAITING_TO_CLOSE 17255 Model = ABNukeSilo_A3 17256 Animation = ABNukeSilo_A3.ABNukeSilo_A3 17257 AnimationMode = MANUAL 17258 Flags = START_FRAME_FIRST 17259 WeaponLaunchBone = PRIMARY RockPost 17260 End 17261 ConditionState = DOOR_1_CLOSING 17262 Model = ABNukeSilo_A3 17263 Animation = ABNukeSilo_A3.ABNukeSilo_A3 17264 AnimationMode = ONCE 17265 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17266 End 17267 ConditionState = DOOR_1_OPENING DAMAGED 17268 Model = ABNukeSilo_A2D 17269 Animation = ABNukeSilo_A2D.ABNukeSilo_A2D 17270 AnimationMode = ONCE 17271 Flags = MAINTAIN_FRAME_ACROSS_STATES 17272 ParticleSysBone = Smoke01 SmolderingSmoke 17273 ParticleSysBone = Smoke02 SmolderingSmoke 17274 ParticleSysBone = Smoke03 SmolderingSmoke 17275 ParticleSysBone = Smoke04 SmolderingSmoke 17276 ParticleSysBone = Smoke05 SmolderingSmoke 17277 ParticleSysBone = Smoke06 SmolderingSmoke 17278 ParticleSysBone = Smoke01 SmolderingFire 17279 ParticleSysBone = Smoke02 SmolderingFire 17280 ParticleSysBone = Smoke03 SmolderingFire 17281 ParticleSysBone = Smoke04 SmolderingFire 17282 ParticleSysBone = Smoke05 SmolderingFire 17283 ParticleSysBone = Smoke06 SmolderingFire 17284 17285 ParticleSysBone = Steam01 BigMissileSteam 17286 ParticleSysBone = Steam02 BigMissileSteam 17287 End 17288 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 17289 Model = ABNukeSilo_A2D 17290 Animation = ABNukeSilo_A2D.ABNukeSilo_A2D 17291 AnimationMode = MANUAL 17292 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17293 WeaponLaunchBone = PRIMARY RockPost 17294 ParticleSysBone = Smoke01 SmolderingSmoke 17295 ParticleSysBone = Smoke02 SmolderingSmoke 17296 ParticleSysBone = Smoke03 SmolderingSmoke 17297 ParticleSysBone = Smoke04 SmolderingSmoke 17298 ParticleSysBone = Smoke05 SmolderingSmoke 17299 ParticleSysBone = Smoke06 SmolderingSmoke 17300 ParticleSysBone = Smoke01 SmolderingFire 17301 ParticleSysBone = Smoke02 SmolderingFire 17302 ParticleSysBone = Smoke03 SmolderingFire 17303 ParticleSysBone = Smoke04 SmolderingFire 17304 ParticleSysBone = Smoke05 SmolderingFire 17305 ParticleSysBone = Smoke06 SmolderingFire 17306 ParticleSysBone = Steam01 BigMissileSteam 17307 ParticleSysBone = Steam02 BigMissileSteam 17308 End 17309 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED 17310 Model = ABNukeSilo_A3D 17311 Animation = ABNukeSilo_A3D.ABNukeSilo_A3D 17312 AnimationMode = MANUAL 17313 Flags = START_FRAME_FIRST 17314 WeaponLaunchBone = PRIMARY RockPost 17315 ParticleSysBone = Smoke01 SmolderingSmoke 17316 ParticleSysBone = Smoke02 SmolderingSmoke 17317 ParticleSysBone = Smoke03 SmolderingSmoke 17318 ParticleSysBone = Smoke04 SmolderingSmoke 17319 ParticleSysBone = Smoke05 SmolderingSmoke 17320 ParticleSysBone = Smoke06 SmolderingSmoke 17321 ParticleSysBone = Smoke01 SmolderingFire 17322 ParticleSysBone = Smoke02 SmolderingFire 17323 ParticleSysBone = Smoke03 SmolderingFire 17324 ParticleSysBone = Smoke04 SmolderingFire 17325 ParticleSysBone = Smoke05 SmolderingFire 17326 ParticleSysBone = Smoke06 SmolderingFire 17327 End 17328 ConditionState = DOOR_1_CLOSING DAMAGED 17329 Model = ABNukeSilo_A3D 17330 Animation = ABNukeSilo_A3D.ABNukeSilo_A3D 17331 AnimationMode = ONCE 17332 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17333 ParticleSysBone = Smoke01 SmolderingSmoke 17334 ParticleSysBone = Smoke02 SmolderingSmoke 17335 ParticleSysBone = Smoke03 SmolderingSmoke 17336 ParticleSysBone = Smoke04 SmolderingSmoke 17337 ParticleSysBone = Smoke05 SmolderingSmoke 17338 ParticleSysBone = Smoke06 SmolderingSmoke 17339 ParticleSysBone = Smoke01 SmolderingFire 17340 ParticleSysBone = Smoke02 SmolderingFire 17341 ParticleSysBone = Smoke03 SmolderingFire 17342 ParticleSysBone = Smoke04 SmolderingFire 17343 ParticleSysBone = Smoke05 SmolderingFire 17344 ParticleSysBone = Smoke06 SmolderingFire 17345 End 17346 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 17347 Model = ABNukeSilo_A2E 17348 Animation = ABNukeSilo_A2E.ABNukeSilo_A2E 17349 AnimationMode = ONCE 17350 Flags = MAINTAIN_FRAME_ACROSS_STATES 17351 ParticleSysBone = Smoke01 SmolderingSmoke 17352 ParticleSysBone = Smoke02 SmolderingSmoke 17353 ParticleSysBone = Smoke03 SmolderingSmoke 17354 ParticleSysBone = Smoke04 SmolderingSmoke 17355 ParticleSysBone = Smoke05 SmolderingSmoke 17356 ParticleSysBone = Smoke06 SmolderingSmoke 17357 ParticleSysBone = Smoke01 SmolderingFire 17358 ParticleSysBone = Smoke02 SmolderingFire 17359 ParticleSysBone = Smoke03 SmolderingFire 17360 ParticleSysBone = Smoke04 SmolderingFire 17361 ParticleSysBone = Smoke05 SmolderingFire 17362 ParticleSysBone = Smoke06 SmolderingFire 17363 ParticleSysBone = Steam01 BigMissileSteam 17364 ParticleSysBone = Steam02 BigMissileSteam 17365 End 17366 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 17367 Model = ABNukeSilo_A2E 17368 Animation = ABNukeSilo_A2E.ABNukeSilo_A2E 17369 AnimationMode = MANUAL 17370 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17371 WeaponLaunchBone = PRIMARY RockPost 17372 ParticleSysBone = Smoke01 SmolderingSmoke 17373 ParticleSysBone = Smoke02 SmolderingSmoke 17374 ParticleSysBone = Smoke03 SmolderingSmoke 17375 ParticleSysBone = Smoke04 SmolderingSmoke 17376 ParticleSysBone = Smoke05 SmolderingSmoke 17377 ParticleSysBone = Smoke06 SmolderingSmoke 17378 ParticleSysBone = Smoke01 SmolderingFire 17379 ParticleSysBone = Smoke02 SmolderingFire 17380 ParticleSysBone = Smoke03 SmolderingFire 17381 ParticleSysBone = Smoke04 SmolderingFire 17382 ParticleSysBone = Smoke05 SmolderingFire 17383 ParticleSysBone = Smoke06 SmolderingFire 17384 ParticleSysBone = Steam01 BigMissileSteam 17385 ParticleSysBone = Steam02 BigMissileSteam 17386 End 17387 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 17388 Model = ABNukeSilo_A3E 17389 Animation = ABNukeSilo_A3E.ABNukeSilo_A3E 17390 AnimationMode = MANUAL 17391 Flags = START_FRAME_FIRST 17392 WeaponLaunchBone = PRIMARY RockPost 17393 ParticleSysBone = Smoke01 SmolderingSmoke 17394 ParticleSysBone = Smoke02 SmolderingSmoke 17395 ParticleSysBone = Smoke03 SmolderingSmoke 17396 ParticleSysBone = Smoke04 SmolderingSmoke 17397 ParticleSysBone = Smoke05 SmolderingSmoke 17398 ParticleSysBone = Smoke06 SmolderingSmoke 17399 ParticleSysBone = Smoke01 SmolderingFire 17400 ParticleSysBone = Smoke02 SmolderingFire 17401 ParticleSysBone = Smoke03 SmolderingFire 17402 ParticleSysBone = Smoke04 SmolderingFire 17403 ParticleSysBone = Smoke05 SmolderingFire 17404 ParticleSysBone = Smoke06 SmolderingFire 17405 End 17406 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 17407 Model = ABNukeSilo_A3E 17408 Animation = ABNukeSilo_A3E.ABNukeSilo_A3E 17409 AnimationMode = ONCE 17410 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17411 ParticleSysBone = Smoke01 SmolderingSmoke 17412 ParticleSysBone = Smoke02 SmolderingSmoke 17413 ParticleSysBone = Smoke03 SmolderingSmoke 17414 ParticleSysBone = Smoke04 SmolderingSmoke 17415 ParticleSysBone = Smoke05 SmolderingSmoke 17416 ParticleSysBone = Smoke06 SmolderingSmoke 17417 ParticleSysBone = Smoke01 SmolderingFire 17418 ParticleSysBone = Smoke02 SmolderingFire 17419 ParticleSysBone = Smoke03 SmolderingFire 17420 ParticleSysBone = Smoke04 SmolderingFire 17421 ParticleSysBone = Smoke05 SmolderingFire 17422 ParticleSysBone = Smoke06 SmolderingFire 17423 End 17424 17425 ; night 17426 ConditionState = NIGHT 17427 Model = ABNukeSilo 17428 End 17429 ConditionState = DAMAGED NIGHT 17430 Model = ABNukeSilo_D 17431 ParticleSysBone = Smoke01 SmolderingSmoke 17432 ParticleSysBone = Smoke02 SmolderingSmoke 17433 ParticleSysBone = Smoke03 SmolderingSmoke 17434 ParticleSysBone = Smoke04 SmolderingSmoke 17435 ParticleSysBone = Smoke01 SmolderingFire 17436 ParticleSysBone = Smoke02 SmolderingFire 17437 ParticleSysBone = Smoke03 SmolderingFire 17438 ParticleSysBone = Smoke04 SmolderingFire 17439 End 17440 ConditionState = REALLYDAMAGED RUBBLE NIGHT 17441 Model = ABNukeSilo_E 17442 ParticleSysBone = Smoke01 SmolderingSmoke 17443 ParticleSysBone = Smoke02 SmolderingSmoke 17444 ParticleSysBone = Smoke03 SmolderingSmoke 17445 ParticleSysBone = Smoke04 SmolderingSmoke 17446 ParticleSysBone = Smoke05 SmolderingSmoke 17447 ParticleSysBone = Smoke06 SmolderingSmoke 17448 ParticleSysBone = Smoke01 SmolderingFire 17449 ParticleSysBone = Smoke02 SmolderingFire 17450 ParticleSysBone = Smoke03 SmolderingFire 17451 ParticleSysBone = Smoke04 SmolderingFire 17452 ParticleSysBone = Smoke05 SmolderingFire 17453 ParticleSysBone = Smoke06 SmolderingFire 17454 End 17455 ConditionState = AWAITING_CONSTRUCTION NIGHT 17456 Model = None 17457 End 17458 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 17459 Model = ABNukeSilo 17460 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17461 END 17462 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 17463 Model = ABNukeSilo_D 17464 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17465 END 17466 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 17467 Model = ABNukeSilo_E 17468 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17469 END 17470 ConditionState = DOOR_1_OPENING NIGHT 17471 Model = ABNukeSilo_A2 17472 Animation = ABNukeSilo_A2.ABNukeSilo_A2 17473 AnimationMode = ONCE 17474 Flags = MAINTAIN_FRAME_ACROSS_STATES 17475 End 17476 ConditionState = DOOR_1_WAITING_OPEN NIGHT 17477 Model = ABNukeSilo_A2 17478 Animation = ABNukeSilo_A2.ABNukeSilo_A2 17479 AnimationMode = MANUAL 17480 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17481 WeaponLaunchBone = PRIMARY RockPost 17482 ParticleSysBone = Steam01 BigMissileSteam 17483 ParticleSysBone = Steam02 BigMissileSteam 17484 End 17485 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT 17486 Model = ABNukeSilo_A3 17487 Animation = ABNukeSilo_A3.ABNukeSilo_A3 17488 AnimationMode = MANUAL 17489 Flags = START_FRAME_FIRST 17490 ;WeaponLaunchBone = PRIMARY RockPost 17491 End 17492 ConditionState = DOOR_1_CLOSING NIGHT 17493 Model = ABNukeSilo_A3 17494 Animation = ABNukeSilo_A3.ABNukeSilo_A3 17495 AnimationMode = ONCE 17496 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17497 End 17498 ConditionState = DOOR_1_OPENING DAMAGED NIGHT 17499 Model = ABNukeSilo_A2D 17500 Animation = ABNukeSilo_A2D.ABNukeSilo_A2D 17501 AnimationMode = ONCE 17502 Flags = MAINTAIN_FRAME_ACROSS_STATES 17503 ParticleSysBone = Smoke01 SmolderingSmoke 17504 ParticleSysBone = Smoke02 SmolderingSmoke 17505 ParticleSysBone = Smoke03 SmolderingSmoke 17506 ParticleSysBone = Smoke04 SmolderingSmoke 17507 ParticleSysBone = Smoke05 SmolderingSmoke 17508 ParticleSysBone = Smoke06 SmolderingSmoke 17509 ParticleSysBone = Smoke01 SmolderingFire 17510 ParticleSysBone = Smoke02 SmolderingFire 17511 ParticleSysBone = Smoke03 SmolderingFire 17512 ParticleSysBone = Smoke04 SmolderingFire 17513 ParticleSysBone = Smoke05 SmolderingFire 17514 ParticleSysBone = Smoke06 SmolderingFire 17515 ParticleSysBone = Steam01 BigMissileSteam 17516 ParticleSysBone = Steam02 BigMissileSteam 17517 End 17518 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT 17519 Model = ABNukeSilo_A2D 17520 Animation = ABNukeSilo_A2D.ABNukeSilo_A2D 17521 AnimationMode = MANUAL 17522 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17523 WeaponLaunchBone = PRIMARY RockPost 17524 ParticleSysBone = Smoke01 SmolderingSmoke 17525 ParticleSysBone = Smoke02 SmolderingSmoke 17526 ParticleSysBone = Smoke03 SmolderingSmoke 17527 ParticleSysBone = Smoke04 SmolderingSmoke 17528 ParticleSysBone = Smoke05 SmolderingSmoke 17529 ParticleSysBone = Smoke06 SmolderingSmoke 17530 ParticleSysBone = Smoke01 SmolderingFire 17531 ParticleSysBone = Smoke02 SmolderingFire 17532 ParticleSysBone = Smoke03 SmolderingFire 17533 ParticleSysBone = Smoke04 SmolderingFire 17534 ParticleSysBone = Smoke05 SmolderingFire 17535 ParticleSysBone = Smoke06 SmolderingFire 17536 ParticleSysBone = Steam01 BigMissileSteam 17537 ParticleSysBone = Steam02 BigMissileSteam 17538 End 17539 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT 17540 Model = ABNukeSilo_A3D 17541 Animation = ABNukeSilo_A3D.ABNukeSilo_A3D 17542 AnimationMode = MANUAL 17543 Flags = START_FRAME_FIRST 17544 WeaponLaunchBone = PRIMARY RockPost 17545 ParticleSysBone = Smoke01 SmolderingSmoke 17546 ParticleSysBone = Smoke02 SmolderingSmoke 17547 ParticleSysBone = Smoke03 SmolderingSmoke 17548 ParticleSysBone = Smoke04 SmolderingSmoke 17549 ParticleSysBone = Smoke05 SmolderingSmoke 17550 ParticleSysBone = Smoke06 SmolderingSmoke 17551 ParticleSysBone = Smoke01 SmolderingFire 17552 ParticleSysBone = Smoke02 SmolderingFire 17553 ParticleSysBone = Smoke03 SmolderingFire 17554 ParticleSysBone = Smoke04 SmolderingFire 17555 ParticleSysBone = Smoke05 SmolderingFire 17556 ParticleSysBone = Smoke06 SmolderingFire 17557 End 17558 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT 17559 Model = ABNukeSilo_A3D 17560 Animation = ABNukeSilo_A3D.ABNukeSilo_A3D 17561 AnimationMode = ONCE 17562 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17563 ParticleSysBone = Smoke01 SmolderingSmoke 17564 ParticleSysBone = Smoke02 SmolderingSmoke 17565 ParticleSysBone = Smoke03 SmolderingSmoke 17566 ParticleSysBone = Smoke04 SmolderingSmoke 17567 ParticleSysBone = Smoke05 SmolderingSmoke 17568 ParticleSysBone = Smoke06 SmolderingSmoke 17569 ParticleSysBone = Smoke01 SmolderingFire 17570 ParticleSysBone = Smoke02 SmolderingFire 17571 ParticleSysBone = Smoke03 SmolderingFire 17572 ParticleSysBone = Smoke04 SmolderingFire 17573 ParticleSysBone = Smoke05 SmolderingFire 17574 ParticleSysBone = Smoke06 SmolderingFire 17575 End 17576 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT 17577 Model = ABNukeSilo_A2E 17578 Animation = ABNukeSilo_A2E.ABNukeSilo_A2E 17579 AnimationMode = ONCE 17580 Flags = MAINTAIN_FRAME_ACROSS_STATES 17581 ParticleSysBone = Smoke01 SmolderingSmoke 17582 ParticleSysBone = Smoke02 SmolderingSmoke 17583 ParticleSysBone = Smoke03 SmolderingSmoke 17584 ParticleSysBone = Smoke04 SmolderingSmoke 17585 ParticleSysBone = Smoke05 SmolderingSmoke 17586 ParticleSysBone = Smoke06 SmolderingSmoke 17587 ParticleSysBone = Smoke01 SmolderingFire 17588 ParticleSysBone = Smoke02 SmolderingFire 17589 ParticleSysBone = Smoke03 SmolderingFire 17590 ParticleSysBone = Smoke04 SmolderingFire 17591 ParticleSysBone = Smoke05 SmolderingFire 17592 ParticleSysBone = Smoke06 SmolderingFire 17593 ParticleSysBone = Steam01 BigMissileSteam 17594 ParticleSysBone = Steam02 BigMissileSteam 17595 End 17596 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT 17597 Model = ABNukeSilo_A2E 17598 Animation = ABNukeSilo_A2E.ABNukeSilo_A2E 17599 AnimationMode = MANUAL 17600 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17601 WeaponLaunchBone = PRIMARY RockPost 17602 ParticleSysBone = Smoke01 SmolderingSmoke 17603 ParticleSysBone = Smoke02 SmolderingSmoke 17604 ParticleSysBone = Smoke03 SmolderingSmoke 17605 ParticleSysBone = Smoke04 SmolderingSmoke 17606 ParticleSysBone = Smoke05 SmolderingSmoke 17607 ParticleSysBone = Smoke06 SmolderingSmoke 17608 ParticleSysBone = Smoke01 SmolderingFire 17609 ParticleSysBone = Smoke02 SmolderingFire 17610 ParticleSysBone = Smoke03 SmolderingFire 17611 ParticleSysBone = Smoke04 SmolderingFire 17612 ParticleSysBone = Smoke05 SmolderingFire 17613 ParticleSysBone = Smoke06 SmolderingFire 17614 ParticleSysBone = Steam01 BigMissileSteam 17615 ParticleSysBone = Steam02 BigMissileSteam 17616 End 17617 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT 17618 Model = ABNukeSilo_A3E 17619 Animation = ABNukeSilo_A3E.ABNukeSilo_A3E 17620 AnimationMode = MANUAL 17621 Flags = START_FRAME_FIRST 17622 WeaponLaunchBone = PRIMARY RockPost 17623 ParticleSysBone = Smoke01 SmolderingSmoke 17624 ParticleSysBone = Smoke02 SmolderingSmoke 17625 ParticleSysBone = Smoke03 SmolderingSmoke 17626 ParticleSysBone = Smoke04 SmolderingSmoke 17627 ParticleSysBone = Smoke05 SmolderingSmoke 17628 ParticleSysBone = Smoke06 SmolderingSmoke 17629 ParticleSysBone = Smoke01 SmolderingFire 17630 ParticleSysBone = Smoke02 SmolderingFire 17631 ParticleSysBone = Smoke03 SmolderingFire 17632 ParticleSysBone = Smoke04 SmolderingFire 17633 ParticleSysBone = Smoke05 SmolderingFire 17634 ParticleSysBone = Smoke06 SmolderingFire 17635 End 17636 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT 17637 Model = ABNukeSilo_A3E 17638 Animation = ABNukeSilo_A3E.ABNukeSilo_A3E 17639 AnimationMode = ONCE 17640 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17641 ParticleSysBone = Smoke01 SmolderingSmoke 17642 ParticleSysBone = Smoke02 SmolderingSmoke 17643 ParticleSysBone = Smoke03 SmolderingSmoke 17644 ParticleSysBone = Smoke04 SmolderingSmoke 17645 ParticleSysBone = Smoke05 SmolderingSmoke 17646 ParticleSysBone = Smoke06 SmolderingSmoke 17647 ParticleSysBone = Smoke01 SmolderingFire 17648 ParticleSysBone = Smoke02 SmolderingFire 17649 ParticleSysBone = Smoke03 SmolderingFire 17650 ParticleSysBone = Smoke04 SmolderingFire 17651 ParticleSysBone = Smoke05 SmolderingFire 17652 ParticleSysBone = Smoke06 SmolderingFire 17653 End 17654 17655 ;-------------- SNOW! -------------------- 17656 17657 ConditionState = SNOW 17658 Model = NBNMissle_S 17659 End 17660 17661 ConditionState = DAMAGED SNOW 17662 Model = NBNMissle_DS 17663 ParticleSysBone = Smoke01 SmolderingSmoke 17664 ParticleSysBone = Smoke02 SmolderingSmoke 17665 ParticleSysBone = Smoke03 SmolderingSmoke 17666 ParticleSysBone = Smoke04 SmolderingSmoke 17667 ParticleSysBone = Smoke01 SmolderingFire 17668 ParticleSysBone = Smoke02 SmolderingFire 17669 ParticleSysBone = Smoke03 SmolderingFire 17670 ParticleSysBone = Smoke04 SmolderingFire 17671 End 17672 ConditionState = REALLYDAMAGED RUBBLE SNOW 17673 Model = NBNMissle_ES 17674 ParticleSysBone = Smoke01 SmolderingSmoke 17675 ParticleSysBone = Smoke02 SmolderingSmoke 17676 ParticleSysBone = Smoke03 SmolderingSmoke 17677 ParticleSysBone = Smoke04 SmolderingSmoke 17678 ParticleSysBone = Smoke05 SmolderingSmoke 17679 ParticleSysBone = Smoke06 SmolderingSmoke 17680 ParticleSysBone = Smoke01 SmolderingFire 17681 ParticleSysBone = Smoke02 SmolderingFire 17682 ParticleSysBone = Smoke03 SmolderingFire 17683 ParticleSysBone = Smoke04 SmolderingFire 17684 ParticleSysBone = Smoke05 SmolderingFire 17685 ParticleSysBone = Smoke06 SmolderingFire 17686 End 17687 ConditionState = AWAITING_CONSTRUCTION SNOW 17688 Model = None 17689 End 17690 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 17691 Model = NBNMissle_S 17692 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17693 END 17694 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 17695 Model = NBNMissle_DS 17696 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17697 END 17698 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 17699 Model = NBNMissle_ES 17700 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17701 END 17702 ConditionState = DOOR_1_OPENING SNOW 17703 Model = NBNMissle_A2S 17704 Animation = NBNMissle_A2S.NBNMissle_A2S 17705 AnimationMode = ONCE 17706 Flags = MAINTAIN_FRAME_ACROSS_STATES 17707 End 17708 ConditionState = DOOR_1_WAITING_OPEN SNOW 17709 Model = NBNMissle_A2S 17710 Animation = NBNMissle_A2S.NBNMissle_A2S 17711 AnimationMode = MANUAL 17712 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17713 WeaponLaunchBone = PRIMARY RockPost 17714 ParticleSysBone = Steam01 BigMissileSteam 17715 ParticleSysBone = Steam02 BigMissileSteam 17716 End 17717 ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW 17718 Model = NBNMissle_A3S 17719 Animation = NBNMissle_A3S.NBNMissle_A3S 17720 AnimationMode = MANUAL 17721 Flags = START_FRAME_FIRST 17722 WeaponLaunchBone = PRIMARY RockPost 17723 End 17724 ConditionState = DOOR_1_CLOSING SNOW 17725 Model = NBNMissle_A3S 17726 Animation = NBNMissle_A3S.NBNMissle_A3S 17727 AnimationMode = ONCE 17728 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17729 End 17730 ConditionState = DOOR_1_OPENING DAMAGED SNOW 17731 Model = NBNMissle_A2DS 17732 Animation = NBNMissle_A2DS.NBNMissle_A2DS 17733 AnimationMode = ONCE 17734 Flags = MAINTAIN_FRAME_ACROSS_STATES 17735 ParticleSysBone = Smoke01 SmolderingSmoke 17736 ParticleSysBone = Smoke02 SmolderingSmoke 17737 ParticleSysBone = Smoke03 SmolderingSmoke 17738 ParticleSysBone = Smoke04 SmolderingSmoke 17739 ParticleSysBone = Smoke05 SmolderingSmoke 17740 ParticleSysBone = Smoke06 SmolderingSmoke 17741 ParticleSysBone = Smoke01 SmolderingFire 17742 ParticleSysBone = Smoke02 SmolderingFire 17743 ParticleSysBone = Smoke03 SmolderingFire 17744 ParticleSysBone = Smoke04 SmolderingFire 17745 ParticleSysBone = Smoke05 SmolderingFire 17746 ParticleSysBone = Smoke06 SmolderingFire 17747 ParticleSysBone = Steam01 BigMissileSteam 17748 ParticleSysBone = Steam02 BigMissileSteam 17749 End 17750 ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW 17751 Model = NBNMissle_A2DS 17752 Animation = NBNMissle_A2DS.NBNMissle_A2DS 17753 AnimationMode = MANUAL 17754 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17755 WeaponLaunchBone = PRIMARY RockPost 17756 ParticleSysBone = Smoke01 SmolderingSmoke 17757 ParticleSysBone = Smoke02 SmolderingSmoke 17758 ParticleSysBone = Smoke03 SmolderingSmoke 17759 ParticleSysBone = Smoke04 SmolderingSmoke 17760 ParticleSysBone = Smoke05 SmolderingSmoke 17761 ParticleSysBone = Smoke06 SmolderingSmoke 17762 ParticleSysBone = Smoke01 SmolderingFire 17763 ParticleSysBone = Smoke02 SmolderingFire 17764 ParticleSysBone = Smoke03 SmolderingFire 17765 ParticleSysBone = Smoke04 SmolderingFire 17766 ParticleSysBone = Smoke05 SmolderingFire 17767 ParticleSysBone = Smoke06 SmolderingFire 17768 ParticleSysBone = Steam01 BigMissileSteam 17769 ParticleSysBone = Steam02 BigMissileSteam 17770 End 17771 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW 17772 Model = NBNMissle_A3DS 17773 Animation = NBNMissle_A3DS.NBNMissle_A3DS 17774 AnimationMode = MANUAL 17775 Flags = START_FRAME_FIRST 17776 WeaponLaunchBone = PRIMARY RockPost 17777 ParticleSysBone = Smoke01 SmolderingSmoke 17778 ParticleSysBone = Smoke02 SmolderingSmoke 17779 ParticleSysBone = Smoke03 SmolderingSmoke 17780 ParticleSysBone = Smoke04 SmolderingSmoke 17781 ParticleSysBone = Smoke05 SmolderingSmoke 17782 ParticleSysBone = Smoke06 SmolderingSmoke 17783 ParticleSysBone = Smoke01 SmolderingFire 17784 ParticleSysBone = Smoke02 SmolderingFire 17785 ParticleSysBone = Smoke03 SmolderingFire 17786 ParticleSysBone = Smoke04 SmolderingFire 17787 ParticleSysBone = Smoke05 SmolderingFire 17788 ParticleSysBone = Smoke06 SmolderingFire 17789 End 17790 ConditionState = DOOR_1_CLOSING DAMAGED SNOW 17791 Model = NBNMissle_A3DS 17792 Animation = NBNMissle_A3DS.NBNMissle_A3DS 17793 AnimationMode = ONCE 17794 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17795 ParticleSysBone = Smoke01 SmolderingSmoke 17796 ParticleSysBone = Smoke02 SmolderingSmoke 17797 ParticleSysBone = Smoke03 SmolderingSmoke 17798 ParticleSysBone = Smoke04 SmolderingSmoke 17799 ParticleSysBone = Smoke05 SmolderingSmoke 17800 ParticleSysBone = Smoke06 SmolderingSmoke 17801 ParticleSysBone = Smoke01 SmolderingFire 17802 ParticleSysBone = Smoke02 SmolderingFire 17803 ParticleSysBone = Smoke03 SmolderingFire 17804 ParticleSysBone = Smoke04 SmolderingFire 17805 ParticleSysBone = Smoke05 SmolderingFire 17806 ParticleSysBone = Smoke06 SmolderingFire 17807 End 17808 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW 17809 Model = NBNMissle_A2ES 17810 Animation = NBNMissle_A2ES.NBNMissle_A2ES 17811 AnimationMode = ONCE 17812 Flags = MAINTAIN_FRAME_ACROSS_STATES 17813 ParticleSysBone = Smoke01 SmolderingSmoke 17814 ParticleSysBone = Smoke02 SmolderingSmoke 17815 ParticleSysBone = Smoke03 SmolderingSmoke 17816 ParticleSysBone = Smoke04 SmolderingSmoke 17817 ParticleSysBone = Smoke05 SmolderingSmoke 17818 ParticleSysBone = Smoke06 SmolderingSmoke 17819 ParticleSysBone = Smoke01 SmolderingFire 17820 ParticleSysBone = Smoke02 SmolderingFire 17821 ParticleSysBone = Smoke03 SmolderingFire 17822 ParticleSysBone = Smoke04 SmolderingFire 17823 ParticleSysBone = Smoke05 SmolderingFire 17824 ParticleSysBone = Smoke06 SmolderingFire 17825 ParticleSysBone = Steam01 BigMissileSteam 17826 ParticleSysBone = Steam02 BigMissileSteam 17827 End 17828 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW 17829 Model = NBNMissle_A2ES 17830 Animation = NBNMissle_A2ES.NBNMissle_A2ES 17831 AnimationMode = MANUAL 17832 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17833 WeaponLaunchBone = PRIMARY RockPost 17834 ParticleSysBone = Smoke01 SmolderingSmoke 17835 ParticleSysBone = Smoke02 SmolderingSmoke 17836 ParticleSysBone = Smoke03 SmolderingSmoke 17837 ParticleSysBone = Smoke04 SmolderingSmoke 17838 ParticleSysBone = Smoke05 SmolderingSmoke 17839 ParticleSysBone = Smoke06 SmolderingSmoke 17840 ParticleSysBone = Smoke01 SmolderingFire 17841 ParticleSysBone = Smoke02 SmolderingFire 17842 ParticleSysBone = Smoke03 SmolderingFire 17843 ParticleSysBone = Smoke04 SmolderingFire 17844 ParticleSysBone = Smoke05 SmolderingFire 17845 ParticleSysBone = Smoke06 SmolderingFire 17846 ParticleSysBone = Steam01 BigMissileSteam 17847 ParticleSysBone = Steam02 BigMissileSteam 17848 End 17849 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW 17850 Model = NBNMissle_A3ES 17851 Animation = NBNMissle_A3ES.NBNMissle_A3ES 17852 AnimationMode = MANUAL 17853 Flags = START_FRAME_FIRST 17854 WeaponLaunchBone = PRIMARY RockPost 17855 ParticleSysBone = Smoke01 SmolderingSmoke 17856 ParticleSysBone = Smoke02 SmolderingSmoke 17857 ParticleSysBone = Smoke03 SmolderingSmoke 17858 ParticleSysBone = Smoke04 SmolderingSmoke 17859 ParticleSysBone = Smoke05 SmolderingSmoke 17860 ParticleSysBone = Smoke06 SmolderingSmoke 17861 ParticleSysBone = Smoke01 SmolderingFire 17862 ParticleSysBone = Smoke02 SmolderingFire 17863 ParticleSysBone = Smoke03 SmolderingFire 17864 ParticleSysBone = Smoke04 SmolderingFire 17865 ParticleSysBone = Smoke05 SmolderingFire 17866 ParticleSysBone = Smoke06 SmolderingFire 17867 End 17868 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW 17869 Model = NBNMissle_A3ES 17870 Animation = NBNMissle_A3ES.NBNMissle_A3ES 17871 AnimationMode = ONCE 17872 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17873 ParticleSysBone = Smoke01 SmolderingSmoke 17874 ParticleSysBone = Smoke02 SmolderingSmoke 17875 ParticleSysBone = Smoke03 SmolderingSmoke 17876 ParticleSysBone = Smoke04 SmolderingSmoke 17877 ParticleSysBone = Smoke05 SmolderingSmoke 17878 ParticleSysBone = Smoke06 SmolderingSmoke 17879 ParticleSysBone = Smoke01 SmolderingFire 17880 ParticleSysBone = Smoke02 SmolderingFire 17881 ParticleSysBone = Smoke03 SmolderingFire 17882 ParticleSysBone = Smoke04 SmolderingFire 17883 ParticleSysBone = Smoke05 SmolderingFire 17884 ParticleSysBone = Smoke06 SmolderingFire 17885 End 17886 17887 ; night 17888 ConditionState = NIGHT SNOW 17889 Model = NBNMissle_NS 17890 End 17891 ConditionState = DAMAGED NIGHT SNOW 17892 Model = NBNMissle_DNS 17893 ParticleSysBone = Smoke01 SmolderingSmoke 17894 ParticleSysBone = Smoke02 SmolderingSmoke 17895 ParticleSysBone = Smoke03 SmolderingSmoke 17896 ParticleSysBone = Smoke04 SmolderingSmoke 17897 ParticleSysBone = Smoke01 SmolderingFire 17898 ParticleSysBone = Smoke02 SmolderingFire 17899 ParticleSysBone = Smoke03 SmolderingFire 17900 ParticleSysBone = Smoke04 SmolderingFire 17901 End 17902 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 17903 Model = NBNMissle_ENS 17904 ParticleSysBone = Smoke01 SmolderingSmoke 17905 ParticleSysBone = Smoke02 SmolderingSmoke 17906 ParticleSysBone = Smoke03 SmolderingSmoke 17907 ParticleSysBone = Smoke04 SmolderingSmoke 17908 ParticleSysBone = Smoke05 SmolderingSmoke 17909 ParticleSysBone = Smoke06 SmolderingSmoke 17910 ParticleSysBone = Smoke01 SmolderingFire 17911 ParticleSysBone = Smoke02 SmolderingFire 17912 ParticleSysBone = Smoke03 SmolderingFire 17913 ParticleSysBone = Smoke04 SmolderingFire 17914 ParticleSysBone = Smoke05 SmolderingFire 17915 ParticleSysBone = Smoke06 SmolderingFire 17916 End 17917 ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 17918 Model = None 17919 End 17920 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 17921 Model = NBNMissle_NS 17922 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17923 END 17924 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 17925 Model = NBNMissle_DNS 17926 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17927 END 17928 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 17929 Model = NBNMissle_ENS 17930 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17931 END 17932 ConditionState = DOOR_1_OPENING NIGHT SNOW 17933 Model = NBNMissle_A2NS 17934 Animation = NBNMissle_A2NS.NBNMissle_A2NS 17935 AnimationMode = ONCE 17936 Flags = MAINTAIN_FRAME_ACROSS_STATES 17937 End 17938 ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW 17939 Model = NBNMissle_A2NS 17940 Animation = NBNMissle_A2NS.NBNMissle_A2NS 17941 AnimationMode = MANUAL 17942 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17943 WeaponLaunchBone = PRIMARY RockPost 17944 ParticleSysBone = Steam01 BigMissileSteam 17945 ParticleSysBone = Steam02 BigMissileSteam 17946 End 17947 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW 17948 Model = NBNMissle_A3NS 17949 Animation = NBNMissle_A3NS.NBNMissle_A3NS 17950 AnimationMode = MANUAL 17951 Flags = START_FRAME_FIRST 17952 WeaponLaunchBone = PRIMARY RockPost 17953 End 17954 ConditionState = DOOR_1_CLOSING NIGHT SNOW 17955 Model = NBNMissle_A3NS 17956 Animation = NBNMissle_A3NS.NBNMissle_A3NS 17957 AnimationMode = ONCE 17958 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17959 End 17960 ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW 17961 Model = NBNMissle_A2DNS 17962 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 17963 AnimationMode = ONCE 17964 Flags = MAINTAIN_FRAME_ACROSS_STATES 17965 ParticleSysBone = Smoke01 SmolderingSmoke 17966 ParticleSysBone = Smoke02 SmolderingSmoke 17967 ParticleSysBone = Smoke03 SmolderingSmoke 17968 ParticleSysBone = Smoke04 SmolderingSmoke 17969 ParticleSysBone = Smoke05 SmolderingSmoke 17970 ParticleSysBone = Smoke06 SmolderingSmoke 17971 ParticleSysBone = Smoke01 SmolderingFire 17972 ParticleSysBone = Smoke02 SmolderingFire 17973 ParticleSysBone = Smoke03 SmolderingFire 17974 ParticleSysBone = Smoke04 SmolderingFire 17975 ParticleSysBone = Smoke05 SmolderingFire 17976 ParticleSysBone = Smoke06 SmolderingFire 17977 ParticleSysBone = Steam01 BigMissileSteam 17978 ParticleSysBone = Steam02 BigMissileSteam 17979 End 17980 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW 17981 Model = NBNMissle_A2DNS 17982 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 17983 AnimationMode = MANUAL 17984 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 17985 WeaponLaunchBone = PRIMARY RockPost 17986 ParticleSysBone = Smoke01 SmolderingSmoke 17987 ParticleSysBone = Smoke02 SmolderingSmoke 17988 ParticleSysBone = Smoke03 SmolderingSmoke 17989 ParticleSysBone = Smoke04 SmolderingSmoke 17990 ParticleSysBone = Smoke05 SmolderingSmoke 17991 ParticleSysBone = Smoke06 SmolderingSmoke 17992 ParticleSysBone = Smoke01 SmolderingFire 17993 ParticleSysBone = Smoke02 SmolderingFire 17994 ParticleSysBone = Smoke03 SmolderingFire 17995 ParticleSysBone = Smoke04 SmolderingFire 17996 ParticleSysBone = Smoke05 SmolderingFire 17997 ParticleSysBone = Smoke06 SmolderingFire 17998 ParticleSysBone = Steam01 BigMissileSteam 17999 ParticleSysBone = Steam02 BigMissileSteam 18000 End 18001 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW 18002 Model = NBNMissle_A3DNS 18003 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 18004 AnimationMode = MANUAL 18005 Flags = START_FRAME_FIRST 18006 WeaponLaunchBone = PRIMARY RockPost 18007 ParticleSysBone = Smoke01 SmolderingSmoke 18008 ParticleSysBone = Smoke02 SmolderingSmoke 18009 ParticleSysBone = Smoke03 SmolderingSmoke 18010 ParticleSysBone = Smoke04 SmolderingSmoke 18011 ParticleSysBone = Smoke05 SmolderingSmoke 18012 ParticleSysBone = Smoke06 SmolderingSmoke 18013 ParticleSysBone = Smoke01 SmolderingFire 18014 ParticleSysBone = Smoke02 SmolderingFire 18015 ParticleSysBone = Smoke03 SmolderingFire 18016 ParticleSysBone = Smoke04 SmolderingFire 18017 ParticleSysBone = Smoke05 SmolderingFire 18018 ParticleSysBone = Smoke06 SmolderingFire 18019 End 18020 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW 18021 Model = NBNMissle_A3DNS 18022 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 18023 AnimationMode = ONCE 18024 Flags = MAINTAIN_FRAME_ACROSS_STATES2 18025 ParticleSysBone = Smoke01 SmolderingSmoke 18026 ParticleSysBone = Smoke02 SmolderingSmoke 18027 ParticleSysBone = Smoke03 SmolderingSmoke 18028 ParticleSysBone = Smoke04 SmolderingSmoke 18029 ParticleSysBone = Smoke05 SmolderingSmoke 18030 ParticleSysBone = Smoke06 SmolderingSmoke 18031 ParticleSysBone = Smoke01 SmolderingFire 18032 ParticleSysBone = Smoke02 SmolderingFire 18033 ParticleSysBone = Smoke03 SmolderingFire 18034 ParticleSysBone = Smoke04 SmolderingFire 18035 ParticleSysBone = Smoke05 SmolderingFire 18036 ParticleSysBone = Smoke06 SmolderingFire 18037 End 18038 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW 18039 Model = NBNMissle_A2ENS 18040 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 18041 AnimationMode = ONCE 18042 Flags = MAINTAIN_FRAME_ACROSS_STATES 18043 ParticleSysBone = Smoke01 SmolderingSmoke 18044 ParticleSysBone = Smoke02 SmolderingSmoke 18045 ParticleSysBone = Smoke03 SmolderingSmoke 18046 ParticleSysBone = Smoke04 SmolderingSmoke 18047 ParticleSysBone = Smoke05 SmolderingSmoke 18048 ParticleSysBone = Smoke06 SmolderingSmoke 18049 ParticleSysBone = Smoke01 SmolderingFire 18050 ParticleSysBone = Smoke02 SmolderingFire 18051 ParticleSysBone = Smoke03 SmolderingFire 18052 ParticleSysBone = Smoke04 SmolderingFire 18053 ParticleSysBone = Smoke05 SmolderingFire 18054 ParticleSysBone = Smoke06 SmolderingFire 18055 ParticleSysBone = Steam01 BigMissileSteam 18056 ParticleSysBone = Steam02 BigMissileSteam 18057 End 18058 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW 18059 Model = NBNMissle_A2ENS 18060 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 18061 AnimationMode = MANUAL 18062 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 18063 WeaponLaunchBone = PRIMARY RockPost 18064 ParticleSysBone = Smoke01 SmolderingSmoke 18065 ParticleSysBone = Smoke02 SmolderingSmoke 18066 ParticleSysBone = Smoke03 SmolderingSmoke 18067 ParticleSysBone = Smoke04 SmolderingSmoke 18068 ParticleSysBone = Smoke05 SmolderingSmoke 18069 ParticleSysBone = Smoke06 SmolderingSmoke 18070 ParticleSysBone = Smoke01 SmolderingFire 18071 ParticleSysBone = Smoke02 SmolderingFire 18072 ParticleSysBone = Smoke03 SmolderingFire 18073 ParticleSysBone = Smoke04 SmolderingFire 18074 ParticleSysBone = Smoke05 SmolderingFire 18075 ParticleSysBone = Smoke06 SmolderingFire 18076 ParticleSysBone = Steam01 BigMissileSteam 18077 ParticleSysBone = Steam02 BigMissileSteam 18078 End 18079 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW 18080 Model = NBNMissle_A3ENS 18081 Animation = NBNMissle_A3ENS.NBNMissle_A3ENS 18082 AnimationMode = MANUAL 18083 Flags = START_FRAME_FIRST 18084 WeaponLaunchBone = PRIMARY RockPost 18085 ParticleSysBone = Smoke01 SmolderingSmoke 18086 ParticleSysBone = Smoke02 SmolderingSmoke 18087 ParticleSysBone = Smoke03 SmolderingSmoke 18088 ParticleSysBone = Smoke04 SmolderingSmoke 18089 ParticleSysBone = Smoke05 SmolderingSmoke 18090 ParticleSysBone = Smoke06 SmolderingSmoke 18091 ParticleSysBone = Smoke01 SmolderingFire 18092 ParticleSysBone = Smoke02 SmolderingFire 18093 ParticleSysBone = Smoke03 SmolderingFire 18094 ParticleSysBone = Smoke04 SmolderingFire 18095 ParticleSysBone = Smoke05 SmolderingFire 18096 ParticleSysBone = Smoke06 SmolderingFire 18097 End 18098 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW 18099 Model = NBNMissle_A3ENS 18100 Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS 18101 AnimationMode = ONCE 18102 Flags = MAINTAIN_FRAME_ACROSS_STATES2 18103 ParticleSysBone = Smoke01 SmolderingSmoke 18104 ParticleSysBone = Smoke02 SmolderingSmoke 18105 ParticleSysBone = Smoke03 SmolderingSmoke 18106 ParticleSysBone = Smoke04 SmolderingSmoke 18107 ParticleSysBone = Smoke05 SmolderingSmoke 18108 ParticleSysBone = Smoke06 SmolderingSmoke 18109 ParticleSysBone = Smoke01 SmolderingFire 18110 ParticleSysBone = Smoke02 SmolderingFire 18111 ParticleSysBone = Smoke03 SmolderingFire 18112 ParticleSysBone = Smoke04 SmolderingFire 18113 ParticleSysBone = Smoke05 SmolderingFire 18114 ParticleSysBone = Smoke06 SmolderingFire 18115 End 18116 End 18117 18118 ; ------------ construction-zone fence ----------------- 18119 Draw = W3DModelDraw ModuleTag_02 18120 AnimationsRequirePower = No 18121 DefaultConditionState 18122 Model = None 18123 TransitionKey = DOWN_DEFAULT 18124 End 18125 ConditionState = NIGHT 18126 Model = None 18127 TransitionKey = DOWN_DEFAULT 18128 End 18129 ConditionState = SNOW 18130 Model = None 18131 TransitionKey = DOWN_DEFAULT 18132 End 18133 ConditionState = SNOW NIGHT 18134 Model = None 18135 TransitionKey = DOWN_DEFAULT 18136 End 18137 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18138 Model = ABSupDrop_A4 18139 Animation = ABSupDrop_A4.ABSupDrop_A4 18140 AnimationMode = MANUAL 18141 Flags = START_FRAME_LAST 18142 TransitionKey = UP_DAY 18143 End 18144 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18145 Model = ABSupDrop_A4N 18146 Animation = ABSupDrop_A4N.ABSupDrop_A4N 18147 AnimationMode = MANUAL 18148 Flags = START_FRAME_LAST 18149 TransitionKey = UP_NIGHT 18150 End 18151 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18152 Model = ABSupDrop_A4S 18153 Animation = ABSupDrop_A4S.ABSupDrop_A4S 18154 AnimationMode = MANUAL 18155 Flags = START_FRAME_LAST 18156 TransitionKey = UP_SNOW 18157 End 18158 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18159 Model = ABSupDrop_A4SN 18160 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 18161 AnimationMode = MANUAL 18162 Flags = START_FRAME_LAST 18163 TransitionKey = UP_SNOWNIGHT 18164 End 18165 TransitionState = DOWN_DEFAULT UP_DAY 18166 Model = ABSupDrop_A4 18167 Animation = ABSupDrop_A4.ABSupDrop_A4 18168 AnimationMode = ONCE 18169 AnimationSpeedFactorRange = 1.0 1.0 18170 Flags = START_FRAME_FIRST 18171 End 18172 TransitionState = DOWN_DEFAULT UP_NIGHT 18173 Model = ABSupDrop_A4N 18174 Animation = ABSupDrop_A4N.ABSupDrop_A4N 18175 AnimationMode = ONCE 18176 AnimationSpeedFactorRange = 1.0 1.0 18177 Flags = START_FRAME_FIRST 18178 End 18179 TransitionState = DOWN_DEFAULT UP_SNOW 18180 Model = ABSupDrop_A4S 18181 Animation = ABSupDrop_A4S.ABSupDrop_A4S 18182 AnimationMode = ONCE 18183 AnimationSpeedFactorRange = 1.0 1.0 18184 Flags = START_FRAME_FIRST 18185 End 18186 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18187 Model = ABSupDrop_A4SN 18188 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 18189 AnimationMode = ONCE 18190 AnimationSpeedFactorRange = 1.0 1.0 18191 Flags = START_FRAME_FIRST 18192 End 18193 TransitionState = UP_DAY DOWN_DEFAULT 18194 Model = ABSupDrop_A4 18195 Animation = ABSupDrop_A4.ABSupDrop_A4 18196 AnimationMode = ONCE_BACKWARDS 18197 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18198 Flags = START_FRAME_LAST 18199 End 18200 TransitionState = UP_NIGHT DOWN_DEFAULT 18201 Model = ABSupDrop_A4N 18202 Animation = ABSupDrop_A4N.ABSupDrop_A4N 18203 AnimationMode = ONCE_BACKWARDS 18204 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18205 Flags = START_FRAME_LAST 18206 End 18207 TransitionState = UP_SNOW DOWN_DEFAULT 18208 Model = ABSupDrop_A4S 18209 Animation = ABSupDrop_A4S.ABSupDrop_A4S 18210 AnimationMode = ONCE_BACKWARDS 18211 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18212 Flags = START_FRAME_LAST 18213 End 18214 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18215 Model = ABSupDrop_A4SN 18216 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 18217 AnimationMode = ONCE_BACKWARDS 18218 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18219 Flags = START_FRAME_LAST 18220 End 18221 End 18222 18223 ; ------------ under-construction scaffolding ----------------- 18224 Draw = W3DModelDraw ModuleTag_03 18225 AnimationsRequirePower = No 18226 MinLODRequired = MEDIUM 18227 DefaultConditionState 18228 Model = None 18229 TransitionKey = DOWN_DEFAULT 18230 End 18231 ConditionState = NIGHT 18232 Model = None 18233 TransitionKey = DOWN_DEFAULT 18234 End 18235 ConditionState = SNOW 18236 Model = None 18237 TransitionKey = DOWN_DEFAULT 18238 End 18239 ConditionState = SNOW NIGHT 18240 Model = None 18241 TransitionKey = DOWN_DEFAULT 18242 End 18243 ConditionState = PARTIALLY_CONSTRUCTED 18244 Model = ABSupDrop_A6 18245 Animation = ABSupDrop_A6.ABSupDrop_A6 18246 AnimationMode = MANUAL 18247 Flags = START_FRAME_LAST 18248 TransitionKey = UP_DAY 18249 ParticleSysBone = Dust01 BuildingDustChina 18250 ParticleSysBone = Smoke01 BuildUpSmokeChina 18251 ParticleSysBone = Smoke02 BuildUpSmokeChina 18252 ParticleSysBone = Smoke03 BuildUpSmokeChina 18253 ParticleSysBone = Smoke04 BuildUpSmokeChina 18254 ParticleSysBone = Smoke05 BuildUpSmokeChina 18255 End 18256 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 18257 Model = ABSupDrop_A6N 18258 Animation = ABSupDrop_A6N.ABSupDrop_A6N 18259 AnimationMode = MANUAL 18260 Flags = START_FRAME_LAST 18261 TransitionKey = UP_NIGHT 18262 ParticleSysBone = Dust01 BuildingDustChina 18263 ParticleSysBone = Smoke01 BuildUpSmokeChina 18264 ParticleSysBone = Smoke02 BuildUpSmokeChina 18265 ParticleSysBone = Smoke03 BuildUpSmokeChina 18266 ParticleSysBone = Smoke04 BuildUpSmokeChina 18267 ParticleSysBone = Smoke05 BuildUpSmokeChina 18268 End 18269 ConditionState = SNOW PARTIALLY_CONSTRUCTED 18270 Model = ABSupDrop_A6S 18271 Animation = ABSupDrop_A6S.ABSupDrop_A6S 18272 AnimationMode = MANUAL 18273 Flags = START_FRAME_LAST 18274 TransitionKey = UP_SNOW 18275 ParticleSysBone = Dust01 BuildingSnowDust 18276 ParticleSysBone = Smoke01 BuildUpSnowSmoke 18277 ParticleSysBone = Smoke02 BuildUpSnowSmoke 18278 ParticleSysBone = Smoke03 BuildUpSnowSmoke 18279 ParticleSysBone = Smoke04 BuildUpSnowSmoke 18280 ParticleSysBone = Smoke05 BuildUpSnowSmoke 18281 End 18282 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 18283 Model = ABSupDrop_A6SN 18284 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 18285 AnimationMode = MANUAL 18286 Flags = START_FRAME_LAST 18287 TransitionKey = UP_SNOWNIGHT 18288 ParticleSysBone = Dust01 BuildingSnowDust 18289 ParticleSysBone = Smoke01 BuildUpSnowSmoke 18290 ParticleSysBone = Smoke02 BuildUpSnowSmoke 18291 ParticleSysBone = Smoke03 BuildUpSnowSmoke 18292 ParticleSysBone = Smoke04 BuildUpSnowSmoke 18293 ParticleSysBone = Smoke05 BuildUpSnowSmoke 18294 End 18295 TransitionState = DOWN_DEFAULT UP_DAY 18296 Model = ABSupDrop_A6 18297 Animation = ABSupDrop_A6.ABSupDrop_A6 18298 AnimationMode = ONCE 18299 AnimationSpeedFactorRange = 1.0 1.0 18300 Flags = START_FRAME_FIRST 18301 End 18302 TransitionState = DOWN_DEFAULT UP_NIGHT 18303 Model = ABSupDrop_A6N 18304 Animation = ABSupDrop_A6N.ABSupDrop_A6N 18305 AnimationMode = ONCE 18306 AnimationSpeedFactorRange = 1.0 1.0 18307 Flags = START_FRAME_FIRST 18308 End 18309 TransitionState = DOWN_DEFAULT UP_SNOW 18310 Model = ABSupDrop_A6S 18311 Animation = ABSupDrop_A6S.ABSupDrop_A6S 18312 AnimationMode = ONCE 18313 AnimationSpeedFactorRange = 1.0 1.0 18314 Flags = START_FRAME_FIRST 18315 End 18316 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18317 Model = ABSupDrop_A6SN 18318 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 18319 AnimationMode = ONCE 18320 AnimationSpeedFactorRange = 1.0 1.0 18321 Flags = START_FRAME_FIRST 18322 End 18323 TransitionState = UP_DAY DOWN_DEFAULT 18324 Model = ABSupDrop_A6 18325 Animation = ABSupDrop_A6.ABSupDrop_A6 18326 AnimationMode = ONCE_BACKWARDS 18327 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18328 Flags = START_FRAME_LAST 18329 End 18330 TransitionState = UP_NIGHT DOWN_DEFAULT 18331 Model = ABSupDrop_A6N 18332 Animation = ABSupDrop_A6N.ABSupDrop_A6N 18333 AnimationMode = ONCE_BACKWARDS 18334 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18335 Flags = START_FRAME_LAST 18336 End 18337 TransitionState = UP_SNOW DOWN_DEFAULT 18338 Model = ABSupDrop_A6S 18339 Animation = ABSupDrop_A6S.ABSupDrop_A6S 18340 AnimationMode = ONCE_BACKWARDS 18341 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18342 Flags = START_FRAME_LAST 18343 End 18344 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18345 Model = ABSupDrop_A6SN 18346 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 18347 AnimationMode = ONCE_BACKWARDS 18348 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18349 Flags = START_FRAME_LAST 18350 End 18351 End 18352 18353 ; ------------ being-constructed crane ----------------- 18354 ;Draw = W3DModelDraw ModuleTag_04 18355 ;AnimationsRequirePower = No 18356 ;DefaultConditionState 18357 ;Model = None 18358 ;TransitionKey = DOWN_DEFAULT 18359 ;End 18360 ;ConditionState = NIGHT 18361 ;Model = None 18362 ;TransitionKey = DOWN_DEFAULT 18363 ;End 18364 ;ConditionState = SNOW 18365 ;Model = None 18366 ;TransitionKey = DOWN_DEFAULT 18367 ;End 18368 ;ConditionState = SNOW NIGHT 18369 ;Model = None 18370 ;TransitionKey = DOWN_DEFAULT 18371 ;End 18372 ;ConditionState = SOLD 18373 ;Model = NONE 18374 ;End 18375 18376 ;ConditionState = ACTIVELY_BEING_CONSTRUCTED 18377 ;Model = NBNMissle_A5 18378 ;Animation = NBNMissle_A5.NBNMissle_A5 18379 ;AnimationMode = LOOP 18380 ;TransitionKey = UP_DAY 18381 ;End 18382 18383 ;ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 18384 ;Model = NBNMissle_A5N 18385 ;Animation = NBNMissle_A5N.NBNMissle_A5N 18386 ;AnimationMode = LOOP 18387 ;TransitionKey = UP_NIGHT 18388 ;End 18389 ;ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 18390 ;Model = NBNMissle_A5S 18391 ;Animation = NBNMissle_A5S.NBNMissle_A5S 18392 ;AnimationMode = LOOP 18393 ;TransitionKey = UP_SNOW 18394 ;End 18395 ;ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 18396 ;Model = NBNMissle_A5SN 18397 ;Animation = NBNMissle_A5SN.NBNMissle_A5SN 18398 ;AnimationMode = LOOP 18399 ;TransitionKey = UP_SNOWNIGHT 18400 ;End 18401 ;TransitionState = DOWN_DEFAULT UP_DAY 18402 ;Model = NBNMissle_AB 18403 ;Animation = NBNMissle_AB.NBNMissle_AB 18404 ;AnimationMode = ONCE 18405 ;AnimationSpeedFactorRange = 1.0 1.0 18406 ;Flags = START_FRAME_FIRST 18407 ;End 18408 18409 ;TransitionState = DOWN_DEFAULT UP_NIGHT 18410 ;Model = NBNMissle_ABN 18411 ;Animation = NBNMissle_ABN.NBNMissle_ABN 18412 ;AnimationMode = ONCE 18413 ;AnimationSpeedFactorRange = 1.0 1.0 18414 ;Flags = START_FRAME_FIRST 18415 ;End 18416 ;TransitionState = DOWN_DEFAULT UP_SNOW 18417 ;Model = NBNMissle_ABS 18418 ;Animation = NBNMissle_ABS.NBNMissle_ABS 18419 ;AnimationMode = ONCE 18420 ;AnimationSpeedFactorRange = 1.0 1.0 18421 ;Flags = START_FRAME_FIRST 18422 ;End 18423 ;TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18424 ;Model = NBNMissle_ABSN 18425 ;Animation = NBNMissle_ABSN.NBNMissle_ABSN 18426 ;AnimationMode = ONCE 18427 ;AnimationSpeedFactorRange = 1.0 1.0 18428 ;Flags = START_FRAME_FIRST 18429 ;End 18430 ;TransitionState = UP_DAY DOWN_DEFAULT 18431 ;Model = NBNMissle_AB 18432 ;Animation = NBNMissle_AB.NBNMissle_AB 18433 ;AnimationMode = ONCE_BACKWARDS 18434 ;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18435 ;Flags = START_FRAME_LAST 18436 ;End 18437 ;TransitionState = UP_NIGHT DOWN_DEFAULT 18438 ;Model = NBNMissle_ABN 18439 ;Animation = NBNMissle_ABN.NBNMissle_ABN 18440 ;AnimationMode = ONCE_BACKWARDS 18441 ;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18442 ;Flags = START_FRAME_LAST 18443 ;End 18444 ;TransitionState = UP_SNOW DOWN_DEFAULT 18445 ;Model = NBNMissle_ABS 18446 ;Animation = NBNMissle_ABS.NBNMissle_ABS 18447 ;AnimationMode = ONCE_BACKWARDS 18448 ;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18449 ;Flags = START_FRAME_LAST 18450 ;End 18451 ;TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18452 ;Model = NBNMissle_ABSN 18453 ;Animation = NBNMissle_ABSN.NBNMissle_ABSN 18454 ;AnimationMode = ONCE_BACKWARDS 18455 ;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18456 ;Flags = START_FRAME_LAST 18457 ;End 18458 ;End 18459 18460 ; Blinking lights 18461 ;Draw = W3DModelDraw ModuleTag_05 18462 ;OkToChangeModelColor = Yes 18463 ; day 18464 ;ConditionState = NONE 18465 ;Model = NBNMissle_AC 18466 ;Animation = NONE 18467 ;End 18468 ;ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18469 ;Model = NBNMissle_AC 18470 ;Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18471 ;End 18472 ;ConditionState = AWAITING_CONSTRUCTION 18473 ;Model = NONE 18474 ;End 18475 ;ConditionState = DOOR_1_OPENING 18476 ;Model = NBNMissle_AC 18477 ;Animation = NBNMissle_AC.NBNMissle_AC 18478 ;AnimationMode = LOOP 18479 ;Flags = START_FRAME_FIRST 18480 ;End 18481 ;ConditionState = DOOR_1_WAITING_OPEN 18482 ;Model = NBNMissle_AC 18483 ;Animation = NBNMissle_AC.NBNMissle_AC 18484 ;AnimationMode = LOOP 18485 ;Flags = START_FRAME_LAST 18486 ;End 18487 ;ConditionState = DOOR_1_WAITING_TO_CLOSE 18488 ;Model = NBNMissle_AC 18489 ;Animation = NBNMissle_AC.NBNMissle_AC 18490 ;AnimationMode = LOOP 18491 ;Flags = START_FRAME_FIRST 18492 ;WeaponLaunchBone = PRIMARY RockPos 18493 ;End 18494 ;ConditionState = DOOR_1_CLOSING 18495 ;Model = NBNMissle_AC 18496 ;Animation = NBNMissle_AC.NBNMissle_AC 18497 ;AnimationMode = LOOP 18498 ;Flags = START_FRAME_FIRST 18499 ;End 18500 ;End 18501 18502 PlacementViewAngle = 135 18503 18504 ; ***DESIGN parameters *** 18505 DisplayName = OBJECT:NuclearMissile 18506 Side = AmericaSuperWeaponGeneral 18507 EditorSorting = STRUCTURE 18508 Prerequisites 18509 Object = SupW_AmericaStrategyCenter 18510 End 18511 BuildCost = 5000 18512 BuildTime = 60.0 ; in seconds 18513 EnergyProduction = -10 18514 VisionRange = 200.0 ; Shroud clearing distance 18515 ShroudClearingRange = 200 18516 CommandSet = SupW_AmericaNuclearMissileCommandSet 18517 ArmorSet 18518 Conditions = None 18519 Armor = StructureArmorTough 18520 DamageFX = StructureDamageFXNoShake 18521 End 18522 ExperienceValue = 400 400 400 400 ; Experience point value at each level 18523 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 18524 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 18525 18526 ; *** AUDIO Parameters *** 18527 VoiceSelect = NuclearMissileSelect 18528 SoundOnDamaged = BuildingDamagedStateLight 18529 SoundOnReallyDamaged = BuildingDestroy 18530 18531 UnitSpecificSounds 18532 UnderConstruction = UnderConstructionLoop 18533 End 18534 18535 ; *** ENGINEERING Parameters *** 18536 RadarPriority = STRUCTURE 18537 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY 18538 Body = StructureBody ModuleTag_06 18539 MaxHealth = 4000.0 18540 InitialHealth = 4000.0 18541 18542 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18543 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18544 SubdualDamageCap = 4200 18545 SubdualDamageHealRate = 500 18546 SubdualDamageHealAmount = 100 18547 End 18548 18549 Behavior = OCLSpecialPower ModuleTag_07 18550 SpecialPowerTemplate = SupW_SuperweaponNeutronMissile 18551 OCL = SupW_SUPERWEAPON_NeutronMissile 18552 End 18553 Behavior = SpecialPowerCreate ModuleTag_08 18554 ;nothing 18555 End 18556 Behavior = MissileLauncherBuildingUpdate ModuleTag_09 18557 SpecialPowerTemplate = SupW_SuperweaponNeutronMissile 18558 DoorOpenTime = 8000 18559 DoorWaitOpenTime = 2000 18560 DoorCloseTime = 8000 18561 18562 ; FXLists to play at transitions: 18563 DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen 18564 ;DoorOpenFX = FX_ABPowerPlantExplode 18565 DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch 18566 ;DoorClosingFX = FX_ABPowerPlantExplode 18567 ;DoorClosedFX = FX_ABPowerPlantExplode 18568 18569 ; looping sound to play while open: 18570 DoorOpenIdleAudio = BuildingNeutronMissileHiss 18571 End 18572 18573 Behavior = ProductionUpdate ModuleTag_10 18574 DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED 18575 End 18576 18577 Behavior = DestroyDie ModuleTag_11 18578 ;Nothing 18579 End 18580 18581 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 18582 DeathWeapon = ChinaPowerPlantDeathWeapon 18583 StartsActive = Yes 18584 End 18585 18586 Behavior = FlammableUpdate ModuleTag_14 18587 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18588 AflameDamageAmount = 5 ; taking this much damage... 18589 AflameDamageDelay = 500 ; this often. 18590 End 18591 18592 Behavior = TransitionDamageFX ModuleTag_15 18593 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 18594 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18595 ;--------------------------------------------------------------------------------------- 18596 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18597 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 18598 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 18599 End 18600 18601 Behavior = CreateObjectDie ModuleTag_20 18602 CreationList = OCL_LargeStructureDebris 18603 End 18604 18605 Behavior = FXListDie ModuleTag_21 18606 ExemptStatus = UNDER_CONSTRUCTION 18607 DeathFX = FX_NukeGLA 18608 End 18609 18610 Geometry = BOX 18611 GeometryMajorRadius = 45.0 18612 GeometryMinorRadius = 55.0 18613 GeometryHeight = 64.0 18614 GeometryIsSmall = No 18615 Shadow = SHADOW_VOLUME 18616 BuildCompletion = PLACED_BY_PLAYER 18617 18618 End 18619 18620 18621 18622 18623 18624 18625 18626 18627 18628 18629 18630 18631 18632 18633 18634 18635 18636 18637 18638 18639 18640 18641 18642 18643 18644 18645 18646 18647 18648 18649 18650 18651 18652 18653 18654 18655 18656 18657 18658 18659 18660 18661 18662 18663 18664 18665 18666 18667 18668 18669 18670 18671 18672 18673 18674 18675 18676 18677 18678 18679 18680 18681 18682 18683 18684 18685 18686 18687 18688 18689 18690 18691 18692 18693 18694 18695 18696 18697 18698 18699 ;------------------------------------------------------------------------------ 18700 Object SupW_AmericaJetB3 18701 18702 ; *** ART Parameters *** 18703 Draw = W3DModelDraw ModuleTag_01 18704 DefaultConditionState 18705 Model = AVB3bmbr 18706 ParticleSysBone = Engine01 JetBlackTrailThin 18707 ParticleSysBone = Engine02 JetBlackTrailThin 18708 ParticleSysBone = WingTip01 JetContrailThin 18709 ParticleSysBone = WingTip02 JetContrailThin 18710 ParticleSysBone = WingTip03 JetContrailThin 18711 ParticleSysBone = WingTip04 JetContrailThin 18712 End 18713 ConditionState = DAMAGED 18714 Model = AVB3bmbr_D 18715 ParticleSysBone = Smoke01 JetFireLarge 18716 ParticleSysBone = Smoke02 JetFireLarge 18717 ParticleSysBone = Engine01 JetBlackTrailThin 18718 ParticleSysBone = Engine02 JetBlackTrailThin 18719 ParticleSysBone = Engine03 JetBlackTrailThin 18720 ParticleSysBone = Engine04 JetBlackTrailThin 18721 ParticleSysBone = Smoke01 JetSmokeLarge 18722 ParticleSysBone = Smoke02 JetSmokeLarge 18723 End 18724 ConditionState = REALLYDAMAGED 18725 Model = AVB3bmbr_D 18726 ParticleSysBone = Smoke01 JetFireLarge 18727 ParticleSysBone = Smoke02 JetFireLarge 18728 ParticleSysBone = Engine01 JetBlackTrailThin 18729 ParticleSysBone = Engine02 JetBlackTrailThin 18730 ParticleSysBone = Engine03 JetBlackTrailThin 18731 ParticleSysBone = Engine04 JetBlackTrailThin 18732 ParticleSysBone = Smoke01 JetSmokeLarge 18733 ParticleSysBone = Smoke02 JetSmokeLarge 18734 End 18735 ConditionState = RUBBLE 18736 Model = AVB3bmbr_D1 18737 ParticleSysBone = Smoke01 JetFireLarge 18738 ParticleSysBone = Smoke02 JetFireLarge 18739 ParticleSysBone = Smoke01 JetSmokeLarge 18740 ParticleSysBone = Smoke02 JetSmokeLarge 18741 End 18742 OkToChangeModelColor = Yes 18743 End 18744 18745 ; Draw = W3DModelDraw ModuleTag_02 18746 ; DefaultConditionState 18747 ; Model = AVB3bmbr_A2K 18748 ; End 18749 ; ConditionState = DOOR_1_OPENING 18750 ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 18751 ; AnimationMode = ONCE 18752 ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 18753 ; End 18754 ; ConditionState = DOOR_1_CLOSING 18755 ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 18756 ; AnimationMode = ONCE_BACKWARDS 18757 ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 18758 ; End 18759 18760 ; ConditionState = REALLYDAMAGED 18761 ; Model = AVB3bmbr_A2DU 18762 ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 18763 ; AnimationMode = MANUAL 18764 ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 18765 ; End 18766 ; ConditionState = DOOR_1_OPENING REALLYDAMAGED 18767 ; Model = AVB3bmbr_A2DU 18768 ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 18769 ; AnimationMode = ONCE 18770 ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 18771 ; End 18772 ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED 18773 ; Model = AVB3bmbr_A2DU 18774 ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 18775 ; AnimationMode = ONCE_BACKWARDS 18776 ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 18777 ; End 18778 ; End 18779 18780 ; ***DESIGN parameters *** 18781 DisplayName = OBJECT:B52 18782 EditorSorting = VEHICLE 18783 Side = AmericaSuperWeaponGeneral 18784 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 18785 VisionRange = 0.0 18786 ArmorSet 18787 Conditions = None 18788 Armor = AirplaneArmor 18789 DamageFX = TankDamageFX 18790 End 18791 ArmorSet 18792 Conditions = PLAYER_UPGRADE 18793 Armor = CountermeasuresAirplaneArmor 18794 DamageFX = None 18795 End 18796 CommandSet = Command_ScriptedTransportDrops 18797 18798 ; *** AUDIO Parameters *** 18799 SoundAmbient = B3BomberAmbientLoop 18800 SoundAmbientRubble = NoSound 18801 18802 ; *** ENGINEERING Parameters *** 18803 RadarPriority = UNIT 18804 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED 18805 Body = ActiveBody ModuleTag_03 18806 MaxHealth = 1000.0 18807 InitialHealth = 1000.0 18808 End 18809 18810 ExperienceValue = 50 50 50 50 ; Experience point value at each level 18811 18812 ;SCRIPTED SUPPORT: These special powers are triggered directly 18813 ;from the transport without creating a transport. This is done 18814 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 18815 ;which also prevents creating the payload transport. 18816 Behavior = OCLSpecialPower ModuleTag_04 18817 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 18818 OCL = SUPERWEAPON_DaisyCutter 18819 CreateLocation = USE_OWNER_OBJECT 18820 ScriptedSpecialPowerOnly = Yes 18821 End 18822 Behavior = OCLSpecialPower ModuleTag_05 18823 SpecialPowerTemplate = SuperweaponMOAB ;@@KRIS@@ 18824 OCL = SUPERWEAPON_MOAB 18825 CreateLocation = USE_OWNER_OBJECT 18826 ScriptedSpecialPowerOnly = Yes 18827 End 18828 18829 Behavior = PhysicsBehavior ModuleTag_07 18830 Mass = 500.0 18831 End 18832 18833 Behavior = DeliverPayloadAIUpdate ModuleTag_08 18834 DoorDelay = 500 18835 MaxAttempts = 4 18836 DropOffset = X:0 Y:0 Z:-10 18837 DropDelay = 300 ; time in between each item dropped (if more than one) 18838 PutInContainer = AmericaParachute 18839 DeliveryDistance = 150 18840 End 18841 Locomotor = SET_NORMAL B3Locomotor 18842 18843 Behavior = TransportContain ModuleTag_09 18844 Slots = 100 ; hey, it's a BIG transport 18845 ScatterNearbyOnExit = No 18846 OrientLikeContainerOnExit = Yes 18847 KeepContainerVelocityOnExit = Yes 18848 ExitPitchRate = 30 18849 ExitBone = WeaponA01 18850 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 18851 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 18852 NumberOfExitPaths = 0 18853 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 18854 End 18855 18856 Behavior = JetSlowDeathBehavior ModuleTag_10 18857 DestructionDelay = 2000 18858 RollRate = 0.0 18859 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 18860 PitchRate = 0 18861 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 18862 FXInitialDeath = FX_JetBigDeathInitial 18863 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 18864 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 18865 OCLSecondary = OCL_AmericaJetCargoHulkDeath 18866 FXSecondary = FX_BigPlaneDeath 18867 ; FXFinalBlowUp = FX_JetDeathFinalBlowUp 18868 ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 18869 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 18870 End 18871 18872 Behavior = TransitionDamageFX ModuleTag_11 18873 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 18874 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 18875 End 18876 18877 Behavior = ArmorUpgrade ModuleTag_Armor01 18878 TriggeredBy = Upgrade_AmericaCountermeasures 18879 End 18880 18881 Behavior = CountermeasuresBehavior ModuleTag_12 18882 TriggeredBy = Upgrade_AmericaCountermeasures 18883 FlareTemplateName = CountermeasureFlare 18884 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 18885 VolleySize = 4 ; Number of flares launched per volley (requires bones) 18886 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 18887 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 18888 DelayBetweenVolleys = 1000 ; Time between flare volleys 18889 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 18890 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 18891 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 18892 ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 18893 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 18894 End 18895 18896 Geometry = Box 18897 GeometryIsSmall = No 18898 GeometryMajorRadius = 60.0 18899 GeometryMinorRadius = 10.0 18900 GeometryHeight = 10.0 18901 Shadow = SHADOW_VOLUME 18902 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 18903 18904 End 18905 18906 18907 18908 18909 18910 18911 18912 18913 18914 18915 18916 18917 18918 18919 18920 18921 18922 18923 18924 18925 18926 18927 18928 18929 18930 18931 18932 18933 18934 18935 18936 18937 18938 18939 18940 18941 18942 18943 18944 18945 18946 ;------------------------------------------------------------------------------ 18947 ;China Neutron Missile, NukeSilo, Nuke Silo 18948 Object SupW_AmericaCruiseMissileLauncher 18949 18950 ; *** ART Parameters *** 18951 SelectPortrait = SAICBM_L 18952 ButtonImage = SAICBM 18953 Draw = W3DModelDraw ModuleTag_01 18954 OkToChangeModelColor = Yes 18955 ; day 18956 ConditionState = NONE 18957 Model = ABNukeSilo 18958 End 18959 ConditionState = SOLD 18960 Model = NONE 18961 End 18962 ConditionState = SOLD SNOW 18963 Model = NONE 18964 18965 End 18966 ConditionState = SOLD NIGHT 18967 Model = NONE 18968 End 18969 ConditionState = SOLD NIGHT SNOW 18970 Model = NONE 18971 End 18972 18973 18974 ConditionState = DAMAGED 18975 Model = ABNukeSilo_D 18976 ParticleSysBone = Smoke01 SmolderingSmoke 18977 ParticleSysBone = Smoke02 SmolderingSmoke 18978 ParticleSysBone = Smoke03 SmolderingSmoke 18979 ParticleSysBone = Smoke04 SmolderingSmoke 18980 ParticleSysBone = Smoke01 SmolderingFire 18981 ParticleSysBone = Smoke02 SmolderingFire 18982 ParticleSysBone = Smoke03 SmolderingFire 18983 ParticleSysBone = Smoke04 SmolderingFire 18984 End 18985 ConditionState = REALLYDAMAGED RUBBLE 18986 Model = ABNukeSilo_E 18987 ParticleSysBone = Smoke01 SmolderingSmoke 18988 ParticleSysBone = Smoke02 SmolderingSmoke 18989 ParticleSysBone = Smoke03 SmolderingSmoke 18990 ParticleSysBone = Smoke04 SmolderingSmoke 18991 ParticleSysBone = Smoke05 SmolderingSmoke 18992 ParticleSysBone = Smoke06 SmolderingSmoke 18993 ParticleSysBone = Smoke01 SmolderingFire 18994 ParticleSysBone = Smoke02 SmolderingFire 18995 ParticleSysBone = Smoke03 SmolderingFire 18996 ParticleSysBone = Smoke04 SmolderingFire 18997 ParticleSysBone = Smoke05 SmolderingFire 18998 ParticleSysBone = Smoke06 SmolderingFire 18999 End 19000 ConditionState = AWAITING_CONSTRUCTION 19001 Model = None 19002 End 19003 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19004 Model = ABNukeSilo 19005 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19006 END 19007 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 19008 Model = ABNukeSilo_D 19009 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19010 END 19011 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 19012 Model = ABNukeSilo_E 19013 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19014 END 19015 ConditionState = DOOR_1_OPENING 19016 Model = ABNukeSilo_A2 19017 Animation = ABNukeSilo_A2.ABNukeSilo_A2 19018 AnimationMode = ONCE 19019 Flags = MAINTAIN_FRAME_ACROSS_STATES 19020 End 19021 ConditionState = DOOR_1_WAITING_OPEN 19022 Model = ABNukeSilo_A2 19023 Animation = ABNukeSilo_A2.ABNukeSilo_A2 19024 AnimationMode = MANUAL 19025 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19026 WeaponLaunchBone = PRIMARY RockPost 19027 ParticleSysBone = Steam01 BigMissileSteam 19028 ParticleSysBone = Steam02 BigMissileSteam 19029 End 19030 ConditionState = DOOR_1_WAITING_TO_CLOSE 19031 Model = ABNukeSilo_A3 19032 Animation = ABNukeSilo_A3.ABNukeSilo_A3 19033 AnimationMode = MANUAL 19034 Flags = START_FRAME_FIRST 19035 WeaponLaunchBone = PRIMARY RockPost 19036 End 19037 ConditionState = DOOR_1_CLOSING 19038 Model = ABNukeSilo_A3 19039 Animation = ABNukeSilo_A3.ABNukeSilo_A3 19040 AnimationMode = ONCE 19041 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19042 End 19043 ConditionState = DOOR_1_OPENING DAMAGED 19044 Model = ABNukeSilo_A2D 19045 Animation = ABNukeSilo_A2D.ABNukeSilo_A2D 19046 AnimationMode = ONCE 19047 Flags = MAINTAIN_FRAME_ACROSS_STATES 19048 ParticleSysBone = Smoke01 SmolderingSmoke 19049 ParticleSysBone = Smoke02 SmolderingSmoke 19050 ParticleSysBone = Smoke03 SmolderingSmoke 19051 ParticleSysBone = Smoke04 SmolderingSmoke 19052 ParticleSysBone = Smoke05 SmolderingSmoke 19053 ParticleSysBone = Smoke06 SmolderingSmoke 19054 ParticleSysBone = Smoke01 SmolderingFire 19055 ParticleSysBone = Smoke02 SmolderingFire 19056 ParticleSysBone = Smoke03 SmolderingFire 19057 ParticleSysBone = Smoke04 SmolderingFire 19058 ParticleSysBone = Smoke05 SmolderingFire 19059 ParticleSysBone = Smoke06 SmolderingFire 19060 19061 ParticleSysBone = Steam01 BigMissileSteam 19062 ParticleSysBone = Steam02 BigMissileSteam 19063 End 19064 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 19065 Model = ABNukeSilo_A2D 19066 Animation = ABNukeSilo_A2D.ABNukeSilo_A2D 19067 AnimationMode = MANUAL 19068 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19069 WeaponLaunchBone = PRIMARY RockPost 19070 ParticleSysBone = Smoke01 SmolderingSmoke 19071 ParticleSysBone = Smoke02 SmolderingSmoke 19072 ParticleSysBone = Smoke03 SmolderingSmoke 19073 ParticleSysBone = Smoke04 SmolderingSmoke 19074 ParticleSysBone = Smoke05 SmolderingSmoke 19075 ParticleSysBone = Smoke06 SmolderingSmoke 19076 ParticleSysBone = Smoke01 SmolderingFire 19077 ParticleSysBone = Smoke02 SmolderingFire 19078 ParticleSysBone = Smoke03 SmolderingFire 19079 ParticleSysBone = Smoke04 SmolderingFire 19080 ParticleSysBone = Smoke05 SmolderingFire 19081 ParticleSysBone = Smoke06 SmolderingFire 19082 ParticleSysBone = Steam01 BigMissileSteam 19083 ParticleSysBone = Steam02 BigMissileSteam 19084 End 19085 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED 19086 Model = ABNukeSilo_A3D 19087 Animation = ABNukeSilo_A3D.ABNukeSilo_A3D 19088 AnimationMode = MANUAL 19089 Flags = START_FRAME_FIRST 19090 WeaponLaunchBone = PRIMARY RockPost 19091 ParticleSysBone = Smoke01 SmolderingSmoke 19092 ParticleSysBone = Smoke02 SmolderingSmoke 19093 ParticleSysBone = Smoke03 SmolderingSmoke 19094 ParticleSysBone = Smoke04 SmolderingSmoke 19095 ParticleSysBone = Smoke05 SmolderingSmoke 19096 ParticleSysBone = Smoke06 SmolderingSmoke 19097 ParticleSysBone = Smoke01 SmolderingFire 19098 ParticleSysBone = Smoke02 SmolderingFire 19099 ParticleSysBone = Smoke03 SmolderingFire 19100 ParticleSysBone = Smoke04 SmolderingFire 19101 ParticleSysBone = Smoke05 SmolderingFire 19102 ParticleSysBone = Smoke06 SmolderingFire 19103 End 19104 ConditionState = DOOR_1_CLOSING DAMAGED 19105 Model = ABNukeSilo_A3D 19106 Animation = ABNukeSilo_A3D.ABNukeSilo_A3D 19107 AnimationMode = ONCE 19108 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19109 ParticleSysBone = Smoke01 SmolderingSmoke 19110 ParticleSysBone = Smoke02 SmolderingSmoke 19111 ParticleSysBone = Smoke03 SmolderingSmoke 19112 ParticleSysBone = Smoke04 SmolderingSmoke 19113 ParticleSysBone = Smoke05 SmolderingSmoke 19114 ParticleSysBone = Smoke06 SmolderingSmoke 19115 ParticleSysBone = Smoke01 SmolderingFire 19116 ParticleSysBone = Smoke02 SmolderingFire 19117 ParticleSysBone = Smoke03 SmolderingFire 19118 ParticleSysBone = Smoke04 SmolderingFire 19119 ParticleSysBone = Smoke05 SmolderingFire 19120 ParticleSysBone = Smoke06 SmolderingFire 19121 End 19122 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 19123 Model = ABNukeSilo_A2E 19124 Animation = ABNukeSilo_A2E.ABNukeSilo_A2E 19125 AnimationMode = ONCE 19126 Flags = MAINTAIN_FRAME_ACROSS_STATES 19127 ParticleSysBone = Smoke01 SmolderingSmoke 19128 ParticleSysBone = Smoke02 SmolderingSmoke 19129 ParticleSysBone = Smoke03 SmolderingSmoke 19130 ParticleSysBone = Smoke04 SmolderingSmoke 19131 ParticleSysBone = Smoke05 SmolderingSmoke 19132 ParticleSysBone = Smoke06 SmolderingSmoke 19133 ParticleSysBone = Smoke01 SmolderingFire 19134 ParticleSysBone = Smoke02 SmolderingFire 19135 ParticleSysBone = Smoke03 SmolderingFire 19136 ParticleSysBone = Smoke04 SmolderingFire 19137 ParticleSysBone = Smoke05 SmolderingFire 19138 ParticleSysBone = Smoke06 SmolderingFire 19139 ParticleSysBone = Steam01 BigMissileSteam 19140 ParticleSysBone = Steam02 BigMissileSteam 19141 End 19142 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 19143 Model = ABNukeSilo_A2E 19144 Animation = ABNukeSilo_A2E.ABNukeSilo_A2E 19145 AnimationMode = MANUAL 19146 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19147 WeaponLaunchBone = PRIMARY RockPost 19148 ParticleSysBone = Smoke01 SmolderingSmoke 19149 ParticleSysBone = Smoke02 SmolderingSmoke 19150 ParticleSysBone = Smoke03 SmolderingSmoke 19151 ParticleSysBone = Smoke04 SmolderingSmoke 19152 ParticleSysBone = Smoke05 SmolderingSmoke 19153 ParticleSysBone = Smoke06 SmolderingSmoke 19154 ParticleSysBone = Smoke01 SmolderingFire 19155 ParticleSysBone = Smoke02 SmolderingFire 19156 ParticleSysBone = Smoke03 SmolderingFire 19157 ParticleSysBone = Smoke04 SmolderingFire 19158 ParticleSysBone = Smoke05 SmolderingFire 19159 ParticleSysBone = Smoke06 SmolderingFire 19160 ParticleSysBone = Steam01 BigMissileSteam 19161 ParticleSysBone = Steam02 BigMissileSteam 19162 End 19163 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 19164 Model = ABNukeSilo_A3E 19165 Animation = ABNukeSilo_A3E.ABNukeSilo_A3E 19166 AnimationMode = MANUAL 19167 Flags = START_FRAME_FIRST 19168 WeaponLaunchBone = PRIMARY RockPost 19169 ParticleSysBone = Smoke01 SmolderingSmoke 19170 ParticleSysBone = Smoke02 SmolderingSmoke 19171 ParticleSysBone = Smoke03 SmolderingSmoke 19172 ParticleSysBone = Smoke04 SmolderingSmoke 19173 ParticleSysBone = Smoke05 SmolderingSmoke 19174 ParticleSysBone = Smoke06 SmolderingSmoke 19175 ParticleSysBone = Smoke01 SmolderingFire 19176 ParticleSysBone = Smoke02 SmolderingFire 19177 ParticleSysBone = Smoke03 SmolderingFire 19178 ParticleSysBone = Smoke04 SmolderingFire 19179 ParticleSysBone = Smoke05 SmolderingFire 19180 ParticleSysBone = Smoke06 SmolderingFire 19181 End 19182 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 19183 Model = ABNukeSilo_A3E 19184 Animation = ABNukeSilo_A3E.ABNukeSilo_A3E 19185 AnimationMode = ONCE 19186 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19187 ParticleSysBone = Smoke01 SmolderingSmoke 19188 ParticleSysBone = Smoke02 SmolderingSmoke 19189 ParticleSysBone = Smoke03 SmolderingSmoke 19190 ParticleSysBone = Smoke04 SmolderingSmoke 19191 ParticleSysBone = Smoke05 SmolderingSmoke 19192 ParticleSysBone = Smoke06 SmolderingSmoke 19193 ParticleSysBone = Smoke01 SmolderingFire 19194 ParticleSysBone = Smoke02 SmolderingFire 19195 ParticleSysBone = Smoke03 SmolderingFire 19196 ParticleSysBone = Smoke04 SmolderingFire 19197 ParticleSysBone = Smoke05 SmolderingFire 19198 ParticleSysBone = Smoke06 SmolderingFire 19199 End 19200 19201 ; night 19202 ConditionState = NIGHT 19203 Model = ABNukeSilo 19204 End 19205 ConditionState = DAMAGED NIGHT 19206 Model = ABNukeSilo_D 19207 ParticleSysBone = Smoke01 SmolderingSmoke 19208 ParticleSysBone = Smoke02 SmolderingSmoke 19209 ParticleSysBone = Smoke03 SmolderingSmoke 19210 ParticleSysBone = Smoke04 SmolderingSmoke 19211 ParticleSysBone = Smoke01 SmolderingFire 19212 ParticleSysBone = Smoke02 SmolderingFire 19213 ParticleSysBone = Smoke03 SmolderingFire 19214 ParticleSysBone = Smoke04 SmolderingFire 19215 End 19216 ConditionState = REALLYDAMAGED RUBBLE NIGHT 19217 Model = ABNukeSilo_E 19218 ParticleSysBone = Smoke01 SmolderingSmoke 19219 ParticleSysBone = Smoke02 SmolderingSmoke 19220 ParticleSysBone = Smoke03 SmolderingSmoke 19221 ParticleSysBone = Smoke04 SmolderingSmoke 19222 ParticleSysBone = Smoke05 SmolderingSmoke 19223 ParticleSysBone = Smoke06 SmolderingSmoke 19224 ParticleSysBone = Smoke01 SmolderingFire 19225 ParticleSysBone = Smoke02 SmolderingFire 19226 ParticleSysBone = Smoke03 SmolderingFire 19227 ParticleSysBone = Smoke04 SmolderingFire 19228 ParticleSysBone = Smoke05 SmolderingFire 19229 ParticleSysBone = Smoke06 SmolderingFire 19230 End 19231 ConditionState = AWAITING_CONSTRUCTION NIGHT 19232 Model = None 19233 End 19234 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 19235 Model = ABNukeSilo 19236 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19237 END 19238 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 19239 Model = ABNukeSilo_D 19240 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19241 END 19242 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 19243 Model = ABNukeSilo_E 19244 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19245 END 19246 ConditionState = DOOR_1_OPENING NIGHT 19247 Model = ABNukeSilo_A2 19248 Animation = ABNukeSilo_A2.ABNukeSilo_A2 19249 AnimationMode = ONCE 19250 Flags = MAINTAIN_FRAME_ACROSS_STATES 19251 End 19252 ConditionState = DOOR_1_WAITING_OPEN NIGHT 19253 Model = ABNukeSilo_A2 19254 Animation = ABNukeSilo_A2.ABNukeSilo_A2 19255 AnimationMode = MANUAL 19256 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19257 WeaponLaunchBone = PRIMARY RockPost 19258 ParticleSysBone = Steam01 BigMissileSteam 19259 ParticleSysBone = Steam02 BigMissileSteam 19260 End 19261 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT 19262 Model = ABNukeSilo_A3 19263 Animation = ABNukeSilo_A3.ABNukeSilo_A3 19264 AnimationMode = MANUAL 19265 Flags = START_FRAME_FIRST 19266 ;WeaponLaunchBone = PRIMARY RockPost 19267 End 19268 ConditionState = DOOR_1_CLOSING NIGHT 19269 Model = ABNukeSilo_A3 19270 Animation = ABNukeSilo_A3.ABNukeSilo_A3 19271 AnimationMode = ONCE 19272 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19273 End 19274 ConditionState = DOOR_1_OPENING DAMAGED NIGHT 19275 Model = ABNukeSilo_A2D 19276 Animation = ABNukeSilo_A2D.ABNukeSilo_A2D 19277 AnimationMode = ONCE 19278 Flags = MAINTAIN_FRAME_ACROSS_STATES 19279 ParticleSysBone = Smoke01 SmolderingSmoke 19280 ParticleSysBone = Smoke02 SmolderingSmoke 19281 ParticleSysBone = Smoke03 SmolderingSmoke 19282 ParticleSysBone = Smoke04 SmolderingSmoke 19283 ParticleSysBone = Smoke05 SmolderingSmoke 19284 ParticleSysBone = Smoke06 SmolderingSmoke 19285 ParticleSysBone = Smoke01 SmolderingFire 19286 ParticleSysBone = Smoke02 SmolderingFire 19287 ParticleSysBone = Smoke03 SmolderingFire 19288 ParticleSysBone = Smoke04 SmolderingFire 19289 ParticleSysBone = Smoke05 SmolderingFire 19290 ParticleSysBone = Smoke06 SmolderingFire 19291 ParticleSysBone = Steam01 BigMissileSteam 19292 ParticleSysBone = Steam02 BigMissileSteam 19293 End 19294 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT 19295 Model = ABNukeSilo_A2D 19296 Animation = ABNukeSilo_A2D.ABNukeSilo_A2D 19297 AnimationMode = MANUAL 19298 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19299 WeaponLaunchBone = PRIMARY RockPost 19300 ParticleSysBone = Smoke01 SmolderingSmoke 19301 ParticleSysBone = Smoke02 SmolderingSmoke 19302 ParticleSysBone = Smoke03 SmolderingSmoke 19303 ParticleSysBone = Smoke04 SmolderingSmoke 19304 ParticleSysBone = Smoke05 SmolderingSmoke 19305 ParticleSysBone = Smoke06 SmolderingSmoke 19306 ParticleSysBone = Smoke01 SmolderingFire 19307 ParticleSysBone = Smoke02 SmolderingFire 19308 ParticleSysBone = Smoke03 SmolderingFire 19309 ParticleSysBone = Smoke04 SmolderingFire 19310 ParticleSysBone = Smoke05 SmolderingFire 19311 ParticleSysBone = Smoke06 SmolderingFire 19312 ParticleSysBone = Steam01 BigMissileSteam 19313 ParticleSysBone = Steam02 BigMissileSteam 19314 End 19315 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT 19316 Model = ABNukeSilo_A3D 19317 Animation = ABNukeSilo_A3D.ABNukeSilo_A3D 19318 AnimationMode = MANUAL 19319 Flags = START_FRAME_FIRST 19320 WeaponLaunchBone = PRIMARY RockPost 19321 ParticleSysBone = Smoke01 SmolderingSmoke 19322 ParticleSysBone = Smoke02 SmolderingSmoke 19323 ParticleSysBone = Smoke03 SmolderingSmoke 19324 ParticleSysBone = Smoke04 SmolderingSmoke 19325 ParticleSysBone = Smoke05 SmolderingSmoke 19326 ParticleSysBone = Smoke06 SmolderingSmoke 19327 ParticleSysBone = Smoke01 SmolderingFire 19328 ParticleSysBone = Smoke02 SmolderingFire 19329 ParticleSysBone = Smoke03 SmolderingFire 19330 ParticleSysBone = Smoke04 SmolderingFire 19331 ParticleSysBone = Smoke05 SmolderingFire 19332 ParticleSysBone = Smoke06 SmolderingFire 19333 End 19334 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT 19335 Model = ABNukeSilo_A3D 19336 Animation = ABNukeSilo_A3D.ABNukeSilo_A3D 19337 AnimationMode = ONCE 19338 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19339 ParticleSysBone = Smoke01 SmolderingSmoke 19340 ParticleSysBone = Smoke02 SmolderingSmoke 19341 ParticleSysBone = Smoke03 SmolderingSmoke 19342 ParticleSysBone = Smoke04 SmolderingSmoke 19343 ParticleSysBone = Smoke05 SmolderingSmoke 19344 ParticleSysBone = Smoke06 SmolderingSmoke 19345 ParticleSysBone = Smoke01 SmolderingFire 19346 ParticleSysBone = Smoke02 SmolderingFire 19347 ParticleSysBone = Smoke03 SmolderingFire 19348 ParticleSysBone = Smoke04 SmolderingFire 19349 ParticleSysBone = Smoke05 SmolderingFire 19350 ParticleSysBone = Smoke06 SmolderingFire 19351 End 19352 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT 19353 Model = ABNukeSilo_A2E 19354 Animation = ABNukeSilo_A2E.ABNukeSilo_A2E 19355 AnimationMode = ONCE 19356 Flags = MAINTAIN_FRAME_ACROSS_STATES 19357 ParticleSysBone = Smoke01 SmolderingSmoke 19358 ParticleSysBone = Smoke02 SmolderingSmoke 19359 ParticleSysBone = Smoke03 SmolderingSmoke 19360 ParticleSysBone = Smoke04 SmolderingSmoke 19361 ParticleSysBone = Smoke05 SmolderingSmoke 19362 ParticleSysBone = Smoke06 SmolderingSmoke 19363 ParticleSysBone = Smoke01 SmolderingFire 19364 ParticleSysBone = Smoke02 SmolderingFire 19365 ParticleSysBone = Smoke03 SmolderingFire 19366 ParticleSysBone = Smoke04 SmolderingFire 19367 ParticleSysBone = Smoke05 SmolderingFire 19368 ParticleSysBone = Smoke06 SmolderingFire 19369 ParticleSysBone = Steam01 BigMissileSteam 19370 ParticleSysBone = Steam02 BigMissileSteam 19371 End 19372 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT 19373 Model = ABNukeSilo_A2E 19374 Animation = ABNukeSilo_A2E.ABNukeSilo_A2E 19375 AnimationMode = MANUAL 19376 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19377 WeaponLaunchBone = PRIMARY RockPost 19378 ParticleSysBone = Smoke01 SmolderingSmoke 19379 ParticleSysBone = Smoke02 SmolderingSmoke 19380 ParticleSysBone = Smoke03 SmolderingSmoke 19381 ParticleSysBone = Smoke04 SmolderingSmoke 19382 ParticleSysBone = Smoke05 SmolderingSmoke 19383 ParticleSysBone = Smoke06 SmolderingSmoke 19384 ParticleSysBone = Smoke01 SmolderingFire 19385 ParticleSysBone = Smoke02 SmolderingFire 19386 ParticleSysBone = Smoke03 SmolderingFire 19387 ParticleSysBone = Smoke04 SmolderingFire 19388 ParticleSysBone = Smoke05 SmolderingFire 19389 ParticleSysBone = Smoke06 SmolderingFire 19390 ParticleSysBone = Steam01 BigMissileSteam 19391 ParticleSysBone = Steam02 BigMissileSteam 19392 End 19393 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT 19394 Model = ABNukeSilo_A3E 19395 Animation = ABNukeSilo_A3E.ABNukeSilo_A3E 19396 AnimationMode = MANUAL 19397 Flags = START_FRAME_FIRST 19398 WeaponLaunchBone = PRIMARY RockPost 19399 ParticleSysBone = Smoke01 SmolderingSmoke 19400 ParticleSysBone = Smoke02 SmolderingSmoke 19401 ParticleSysBone = Smoke03 SmolderingSmoke 19402 ParticleSysBone = Smoke04 SmolderingSmoke 19403 ParticleSysBone = Smoke05 SmolderingSmoke 19404 ParticleSysBone = Smoke06 SmolderingSmoke 19405 ParticleSysBone = Smoke01 SmolderingFire 19406 ParticleSysBone = Smoke02 SmolderingFire 19407 ParticleSysBone = Smoke03 SmolderingFire 19408 ParticleSysBone = Smoke04 SmolderingFire 19409 ParticleSysBone = Smoke05 SmolderingFire 19410 ParticleSysBone = Smoke06 SmolderingFire 19411 End 19412 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT 19413 Model = ABNukeSilo_A3E 19414 Animation = ABNukeSilo_A3E.ABNukeSilo_A3E 19415 AnimationMode = ONCE 19416 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19417 ParticleSysBone = Smoke01 SmolderingSmoke 19418 ParticleSysBone = Smoke02 SmolderingSmoke 19419 ParticleSysBone = Smoke03 SmolderingSmoke 19420 ParticleSysBone = Smoke04 SmolderingSmoke 19421 ParticleSysBone = Smoke05 SmolderingSmoke 19422 ParticleSysBone = Smoke06 SmolderingSmoke 19423 ParticleSysBone = Smoke01 SmolderingFire 19424 ParticleSysBone = Smoke02 SmolderingFire 19425 ParticleSysBone = Smoke03 SmolderingFire 19426 ParticleSysBone = Smoke04 SmolderingFire 19427 ParticleSysBone = Smoke05 SmolderingFire 19428 ParticleSysBone = Smoke06 SmolderingFire 19429 End 19430 19431 ;-------------- SNOW! -------------------- 19432 19433 ConditionState = SNOW 19434 Model = NBNMissle_S 19435 End 19436 19437 ConditionState = DAMAGED SNOW 19438 Model = NBNMissle_DS 19439 ParticleSysBone = Smoke01 SmolderingSmoke 19440 ParticleSysBone = Smoke02 SmolderingSmoke 19441 ParticleSysBone = Smoke03 SmolderingSmoke 19442 ParticleSysBone = Smoke04 SmolderingSmoke 19443 ParticleSysBone = Smoke01 SmolderingFire 19444 ParticleSysBone = Smoke02 SmolderingFire 19445 ParticleSysBone = Smoke03 SmolderingFire 19446 ParticleSysBone = Smoke04 SmolderingFire 19447 End 19448 ConditionState = REALLYDAMAGED RUBBLE SNOW 19449 Model = NBNMissle_ES 19450 ParticleSysBone = Smoke01 SmolderingSmoke 19451 ParticleSysBone = Smoke02 SmolderingSmoke 19452 ParticleSysBone = Smoke03 SmolderingSmoke 19453 ParticleSysBone = Smoke04 SmolderingSmoke 19454 ParticleSysBone = Smoke05 SmolderingSmoke 19455 ParticleSysBone = Smoke06 SmolderingSmoke 19456 ParticleSysBone = Smoke01 SmolderingFire 19457 ParticleSysBone = Smoke02 SmolderingFire 19458 ParticleSysBone = Smoke03 SmolderingFire 19459 ParticleSysBone = Smoke04 SmolderingFire 19460 ParticleSysBone = Smoke05 SmolderingFire 19461 ParticleSysBone = Smoke06 SmolderingFire 19462 End 19463 ConditionState = AWAITING_CONSTRUCTION SNOW 19464 Model = None 19465 End 19466 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 19467 Model = NBNMissle_S 19468 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19469 END 19470 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 19471 Model = NBNMissle_DS 19472 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19473 END 19474 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 19475 Model = NBNMissle_ES 19476 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19477 END 19478 ConditionState = DOOR_1_OPENING SNOW 19479 Model = NBNMissle_A2S 19480 Animation = NBNMissle_A2S.NBNMissle_A2S 19481 AnimationMode = ONCE 19482 Flags = MAINTAIN_FRAME_ACROSS_STATES 19483 End 19484 ConditionState = DOOR_1_WAITING_OPEN SNOW 19485 Model = NBNMissle_A2S 19486 Animation = NBNMissle_A2S.NBNMissle_A2S 19487 AnimationMode = MANUAL 19488 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19489 WeaponLaunchBone = PRIMARY RockPost 19490 ParticleSysBone = Steam01 BigMissileSteam 19491 ParticleSysBone = Steam02 BigMissileSteam 19492 End 19493 ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW 19494 Model = NBNMissle_A3S 19495 Animation = NBNMissle_A3S.NBNMissle_A3S 19496 AnimationMode = MANUAL 19497 Flags = START_FRAME_FIRST 19498 WeaponLaunchBone = PRIMARY RockPost 19499 End 19500 ConditionState = DOOR_1_CLOSING SNOW 19501 Model = NBNMissle_A3S 19502 Animation = NBNMissle_A3S.NBNMissle_A3S 19503 AnimationMode = ONCE 19504 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19505 End 19506 ConditionState = DOOR_1_OPENING DAMAGED SNOW 19507 Model = NBNMissle_A2DS 19508 Animation = NBNMissle_A2DS.NBNMissle_A2DS 19509 AnimationMode = ONCE 19510 Flags = MAINTAIN_FRAME_ACROSS_STATES 19511 ParticleSysBone = Smoke01 SmolderingSmoke 19512 ParticleSysBone = Smoke02 SmolderingSmoke 19513 ParticleSysBone = Smoke03 SmolderingSmoke 19514 ParticleSysBone = Smoke04 SmolderingSmoke 19515 ParticleSysBone = Smoke05 SmolderingSmoke 19516 ParticleSysBone = Smoke06 SmolderingSmoke 19517 ParticleSysBone = Smoke01 SmolderingFire 19518 ParticleSysBone = Smoke02 SmolderingFire 19519 ParticleSysBone = Smoke03 SmolderingFire 19520 ParticleSysBone = Smoke04 SmolderingFire 19521 ParticleSysBone = Smoke05 SmolderingFire 19522 ParticleSysBone = Smoke06 SmolderingFire 19523 ParticleSysBone = Steam01 BigMissileSteam 19524 ParticleSysBone = Steam02 BigMissileSteam 19525 End 19526 ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW 19527 Model = NBNMissle_A2DS 19528 Animation = NBNMissle_A2DS.NBNMissle_A2DS 19529 AnimationMode = MANUAL 19530 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19531 WeaponLaunchBone = PRIMARY RockPost 19532 ParticleSysBone = Smoke01 SmolderingSmoke 19533 ParticleSysBone = Smoke02 SmolderingSmoke 19534 ParticleSysBone = Smoke03 SmolderingSmoke 19535 ParticleSysBone = Smoke04 SmolderingSmoke 19536 ParticleSysBone = Smoke05 SmolderingSmoke 19537 ParticleSysBone = Smoke06 SmolderingSmoke 19538 ParticleSysBone = Smoke01 SmolderingFire 19539 ParticleSysBone = Smoke02 SmolderingFire 19540 ParticleSysBone = Smoke03 SmolderingFire 19541 ParticleSysBone = Smoke04 SmolderingFire 19542 ParticleSysBone = Smoke05 SmolderingFire 19543 ParticleSysBone = Smoke06 SmolderingFire 19544 ParticleSysBone = Steam01 BigMissileSteam 19545 ParticleSysBone = Steam02 BigMissileSteam 19546 End 19547 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW 19548 Model = NBNMissle_A3DS 19549 Animation = NBNMissle_A3DS.NBNMissle_A3DS 19550 AnimationMode = MANUAL 19551 Flags = START_FRAME_FIRST 19552 WeaponLaunchBone = PRIMARY RockPost 19553 ParticleSysBone = Smoke01 SmolderingSmoke 19554 ParticleSysBone = Smoke02 SmolderingSmoke 19555 ParticleSysBone = Smoke03 SmolderingSmoke 19556 ParticleSysBone = Smoke04 SmolderingSmoke 19557 ParticleSysBone = Smoke05 SmolderingSmoke 19558 ParticleSysBone = Smoke06 SmolderingSmoke 19559 ParticleSysBone = Smoke01 SmolderingFire 19560 ParticleSysBone = Smoke02 SmolderingFire 19561 ParticleSysBone = Smoke03 SmolderingFire 19562 ParticleSysBone = Smoke04 SmolderingFire 19563 ParticleSysBone = Smoke05 SmolderingFire 19564 ParticleSysBone = Smoke06 SmolderingFire 19565 End 19566 ConditionState = DOOR_1_CLOSING DAMAGED SNOW 19567 Model = NBNMissle_A3DS 19568 Animation = NBNMissle_A3DS.NBNMissle_A3DS 19569 AnimationMode = ONCE 19570 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19571 ParticleSysBone = Smoke01 SmolderingSmoke 19572 ParticleSysBone = Smoke02 SmolderingSmoke 19573 ParticleSysBone = Smoke03 SmolderingSmoke 19574 ParticleSysBone = Smoke04 SmolderingSmoke 19575 ParticleSysBone = Smoke05 SmolderingSmoke 19576 ParticleSysBone = Smoke06 SmolderingSmoke 19577 ParticleSysBone = Smoke01 SmolderingFire 19578 ParticleSysBone = Smoke02 SmolderingFire 19579 ParticleSysBone = Smoke03 SmolderingFire 19580 ParticleSysBone = Smoke04 SmolderingFire 19581 ParticleSysBone = Smoke05 SmolderingFire 19582 ParticleSysBone = Smoke06 SmolderingFire 19583 End 19584 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW 19585 Model = NBNMissle_A2ES 19586 Animation = NBNMissle_A2ES.NBNMissle_A2ES 19587 AnimationMode = ONCE 19588 Flags = MAINTAIN_FRAME_ACROSS_STATES 19589 ParticleSysBone = Smoke01 SmolderingSmoke 19590 ParticleSysBone = Smoke02 SmolderingSmoke 19591 ParticleSysBone = Smoke03 SmolderingSmoke 19592 ParticleSysBone = Smoke04 SmolderingSmoke 19593 ParticleSysBone = Smoke05 SmolderingSmoke 19594 ParticleSysBone = Smoke06 SmolderingSmoke 19595 ParticleSysBone = Smoke01 SmolderingFire 19596 ParticleSysBone = Smoke02 SmolderingFire 19597 ParticleSysBone = Smoke03 SmolderingFire 19598 ParticleSysBone = Smoke04 SmolderingFire 19599 ParticleSysBone = Smoke05 SmolderingFire 19600 ParticleSysBone = Smoke06 SmolderingFire 19601 ParticleSysBone = Steam01 BigMissileSteam 19602 ParticleSysBone = Steam02 BigMissileSteam 19603 End 19604 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW 19605 Model = NBNMissle_A2ES 19606 Animation = NBNMissle_A2ES.NBNMissle_A2ES 19607 AnimationMode = MANUAL 19608 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19609 WeaponLaunchBone = PRIMARY RockPost 19610 ParticleSysBone = Smoke01 SmolderingSmoke 19611 ParticleSysBone = Smoke02 SmolderingSmoke 19612 ParticleSysBone = Smoke03 SmolderingSmoke 19613 ParticleSysBone = Smoke04 SmolderingSmoke 19614 ParticleSysBone = Smoke05 SmolderingSmoke 19615 ParticleSysBone = Smoke06 SmolderingSmoke 19616 ParticleSysBone = Smoke01 SmolderingFire 19617 ParticleSysBone = Smoke02 SmolderingFire 19618 ParticleSysBone = Smoke03 SmolderingFire 19619 ParticleSysBone = Smoke04 SmolderingFire 19620 ParticleSysBone = Smoke05 SmolderingFire 19621 ParticleSysBone = Smoke06 SmolderingFire 19622 ParticleSysBone = Steam01 BigMissileSteam 19623 ParticleSysBone = Steam02 BigMissileSteam 19624 End 19625 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW 19626 Model = NBNMissle_A3ES 19627 Animation = NBNMissle_A3ES.NBNMissle_A3ES 19628 AnimationMode = MANUAL 19629 Flags = START_FRAME_FIRST 19630 WeaponLaunchBone = PRIMARY RockPost 19631 ParticleSysBone = Smoke01 SmolderingSmoke 19632 ParticleSysBone = Smoke02 SmolderingSmoke 19633 ParticleSysBone = Smoke03 SmolderingSmoke 19634 ParticleSysBone = Smoke04 SmolderingSmoke 19635 ParticleSysBone = Smoke05 SmolderingSmoke 19636 ParticleSysBone = Smoke06 SmolderingSmoke 19637 ParticleSysBone = Smoke01 SmolderingFire 19638 ParticleSysBone = Smoke02 SmolderingFire 19639 ParticleSysBone = Smoke03 SmolderingFire 19640 ParticleSysBone = Smoke04 SmolderingFire 19641 ParticleSysBone = Smoke05 SmolderingFire 19642 ParticleSysBone = Smoke06 SmolderingFire 19643 End 19644 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW 19645 Model = NBNMissle_A3ES 19646 Animation = NBNMissle_A3ES.NBNMissle_A3ES 19647 AnimationMode = ONCE 19648 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19649 ParticleSysBone = Smoke01 SmolderingSmoke 19650 ParticleSysBone = Smoke02 SmolderingSmoke 19651 ParticleSysBone = Smoke03 SmolderingSmoke 19652 ParticleSysBone = Smoke04 SmolderingSmoke 19653 ParticleSysBone = Smoke05 SmolderingSmoke 19654 ParticleSysBone = Smoke06 SmolderingSmoke 19655 ParticleSysBone = Smoke01 SmolderingFire 19656 ParticleSysBone = Smoke02 SmolderingFire 19657 ParticleSysBone = Smoke03 SmolderingFire 19658 ParticleSysBone = Smoke04 SmolderingFire 19659 ParticleSysBone = Smoke05 SmolderingFire 19660 ParticleSysBone = Smoke06 SmolderingFire 19661 End 19662 19663 ; night 19664 ConditionState = NIGHT SNOW 19665 Model = NBNMissle_NS 19666 End 19667 ConditionState = DAMAGED NIGHT SNOW 19668 Model = NBNMissle_DNS 19669 ParticleSysBone = Smoke01 SmolderingSmoke 19670 ParticleSysBone = Smoke02 SmolderingSmoke 19671 ParticleSysBone = Smoke03 SmolderingSmoke 19672 ParticleSysBone = Smoke04 SmolderingSmoke 19673 ParticleSysBone = Smoke01 SmolderingFire 19674 ParticleSysBone = Smoke02 SmolderingFire 19675 ParticleSysBone = Smoke03 SmolderingFire 19676 ParticleSysBone = Smoke04 SmolderingFire 19677 End 19678 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 19679 Model = NBNMissle_ENS 19680 ParticleSysBone = Smoke01 SmolderingSmoke 19681 ParticleSysBone = Smoke02 SmolderingSmoke 19682 ParticleSysBone = Smoke03 SmolderingSmoke 19683 ParticleSysBone = Smoke04 SmolderingSmoke 19684 ParticleSysBone = Smoke05 SmolderingSmoke 19685 ParticleSysBone = Smoke06 SmolderingSmoke 19686 ParticleSysBone = Smoke01 SmolderingFire 19687 ParticleSysBone = Smoke02 SmolderingFire 19688 ParticleSysBone = Smoke03 SmolderingFire 19689 ParticleSysBone = Smoke04 SmolderingFire 19690 ParticleSysBone = Smoke05 SmolderingFire 19691 ParticleSysBone = Smoke06 SmolderingFire 19692 End 19693 ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 19694 Model = None 19695 End 19696 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 19697 Model = NBNMissle_NS 19698 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19699 END 19700 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 19701 Model = NBNMissle_DNS 19702 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19703 END 19704 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 19705 Model = NBNMissle_ENS 19706 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19707 END 19708 ConditionState = DOOR_1_OPENING NIGHT SNOW 19709 Model = NBNMissle_A2NS 19710 Animation = NBNMissle_A2NS.NBNMissle_A2NS 19711 AnimationMode = ONCE 19712 Flags = MAINTAIN_FRAME_ACROSS_STATES 19713 End 19714 ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW 19715 Model = NBNMissle_A2NS 19716 Animation = NBNMissle_A2NS.NBNMissle_A2NS 19717 AnimationMode = MANUAL 19718 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19719 WeaponLaunchBone = PRIMARY RockPost 19720 ParticleSysBone = Steam01 BigMissileSteam 19721 ParticleSysBone = Steam02 BigMissileSteam 19722 End 19723 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW 19724 Model = NBNMissle_A3NS 19725 Animation = NBNMissle_A3NS.NBNMissle_A3NS 19726 AnimationMode = MANUAL 19727 Flags = START_FRAME_FIRST 19728 WeaponLaunchBone = PRIMARY RockPost 19729 End 19730 ConditionState = DOOR_1_CLOSING NIGHT SNOW 19731 Model = NBNMissle_A3NS 19732 Animation = NBNMissle_A3NS.NBNMissle_A3NS 19733 AnimationMode = ONCE 19734 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19735 End 19736 ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW 19737 Model = NBNMissle_A2DNS 19738 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 19739 AnimationMode = ONCE 19740 Flags = MAINTAIN_FRAME_ACROSS_STATES 19741 ParticleSysBone = Smoke01 SmolderingSmoke 19742 ParticleSysBone = Smoke02 SmolderingSmoke 19743 ParticleSysBone = Smoke03 SmolderingSmoke 19744 ParticleSysBone = Smoke04 SmolderingSmoke 19745 ParticleSysBone = Smoke05 SmolderingSmoke 19746 ParticleSysBone = Smoke06 SmolderingSmoke 19747 ParticleSysBone = Smoke01 SmolderingFire 19748 ParticleSysBone = Smoke02 SmolderingFire 19749 ParticleSysBone = Smoke03 SmolderingFire 19750 ParticleSysBone = Smoke04 SmolderingFire 19751 ParticleSysBone = Smoke05 SmolderingFire 19752 ParticleSysBone = Smoke06 SmolderingFire 19753 ParticleSysBone = Steam01 BigMissileSteam 19754 ParticleSysBone = Steam02 BigMissileSteam 19755 End 19756 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW 19757 Model = NBNMissle_A2DNS 19758 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 19759 AnimationMode = MANUAL 19760 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19761 WeaponLaunchBone = PRIMARY RockPost 19762 ParticleSysBone = Smoke01 SmolderingSmoke 19763 ParticleSysBone = Smoke02 SmolderingSmoke 19764 ParticleSysBone = Smoke03 SmolderingSmoke 19765 ParticleSysBone = Smoke04 SmolderingSmoke 19766 ParticleSysBone = Smoke05 SmolderingSmoke 19767 ParticleSysBone = Smoke06 SmolderingSmoke 19768 ParticleSysBone = Smoke01 SmolderingFire 19769 ParticleSysBone = Smoke02 SmolderingFire 19770 ParticleSysBone = Smoke03 SmolderingFire 19771 ParticleSysBone = Smoke04 SmolderingFire 19772 ParticleSysBone = Smoke05 SmolderingFire 19773 ParticleSysBone = Smoke06 SmolderingFire 19774 ParticleSysBone = Steam01 BigMissileSteam 19775 ParticleSysBone = Steam02 BigMissileSteam 19776 End 19777 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW 19778 Model = NBNMissle_A3DNS 19779 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 19780 AnimationMode = MANUAL 19781 Flags = START_FRAME_FIRST 19782 WeaponLaunchBone = PRIMARY RockPost 19783 ParticleSysBone = Smoke01 SmolderingSmoke 19784 ParticleSysBone = Smoke02 SmolderingSmoke 19785 ParticleSysBone = Smoke03 SmolderingSmoke 19786 ParticleSysBone = Smoke04 SmolderingSmoke 19787 ParticleSysBone = Smoke05 SmolderingSmoke 19788 ParticleSysBone = Smoke06 SmolderingSmoke 19789 ParticleSysBone = Smoke01 SmolderingFire 19790 ParticleSysBone = Smoke02 SmolderingFire 19791 ParticleSysBone = Smoke03 SmolderingFire 19792 ParticleSysBone = Smoke04 SmolderingFire 19793 ParticleSysBone = Smoke05 SmolderingFire 19794 ParticleSysBone = Smoke06 SmolderingFire 19795 End 19796 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW 19797 Model = NBNMissle_A3DNS 19798 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 19799 AnimationMode = ONCE 19800 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19801 ParticleSysBone = Smoke01 SmolderingSmoke 19802 ParticleSysBone = Smoke02 SmolderingSmoke 19803 ParticleSysBone = Smoke03 SmolderingSmoke 19804 ParticleSysBone = Smoke04 SmolderingSmoke 19805 ParticleSysBone = Smoke05 SmolderingSmoke 19806 ParticleSysBone = Smoke06 SmolderingSmoke 19807 ParticleSysBone = Smoke01 SmolderingFire 19808 ParticleSysBone = Smoke02 SmolderingFire 19809 ParticleSysBone = Smoke03 SmolderingFire 19810 ParticleSysBone = Smoke04 SmolderingFire 19811 ParticleSysBone = Smoke05 SmolderingFire 19812 ParticleSysBone = Smoke06 SmolderingFire 19813 End 19814 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW 19815 Model = NBNMissle_A2ENS 19816 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 19817 AnimationMode = ONCE 19818 Flags = MAINTAIN_FRAME_ACROSS_STATES 19819 ParticleSysBone = Smoke01 SmolderingSmoke 19820 ParticleSysBone = Smoke02 SmolderingSmoke 19821 ParticleSysBone = Smoke03 SmolderingSmoke 19822 ParticleSysBone = Smoke04 SmolderingSmoke 19823 ParticleSysBone = Smoke05 SmolderingSmoke 19824 ParticleSysBone = Smoke06 SmolderingSmoke 19825 ParticleSysBone = Smoke01 SmolderingFire 19826 ParticleSysBone = Smoke02 SmolderingFire 19827 ParticleSysBone = Smoke03 SmolderingFire 19828 ParticleSysBone = Smoke04 SmolderingFire 19829 ParticleSysBone = Smoke05 SmolderingFire 19830 ParticleSysBone = Smoke06 SmolderingFire 19831 ParticleSysBone = Steam01 BigMissileSteam 19832 ParticleSysBone = Steam02 BigMissileSteam 19833 End 19834 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW 19835 Model = NBNMissle_A2ENS 19836 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 19837 AnimationMode = MANUAL 19838 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 19839 WeaponLaunchBone = PRIMARY RockPost 19840 ParticleSysBone = Smoke01 SmolderingSmoke 19841 ParticleSysBone = Smoke02 SmolderingSmoke 19842 ParticleSysBone = Smoke03 SmolderingSmoke 19843 ParticleSysBone = Smoke04 SmolderingSmoke 19844 ParticleSysBone = Smoke05 SmolderingSmoke 19845 ParticleSysBone = Smoke06 SmolderingSmoke 19846 ParticleSysBone = Smoke01 SmolderingFire 19847 ParticleSysBone = Smoke02 SmolderingFire 19848 ParticleSysBone = Smoke03 SmolderingFire 19849 ParticleSysBone = Smoke04 SmolderingFire 19850 ParticleSysBone = Smoke05 SmolderingFire 19851 ParticleSysBone = Smoke06 SmolderingFire 19852 ParticleSysBone = Steam01 BigMissileSteam 19853 ParticleSysBone = Steam02 BigMissileSteam 19854 End 19855 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW 19856 Model = NBNMissle_A3ENS 19857 Animation = NBNMissle_A3ENS.NBNMissle_A3ENS 19858 AnimationMode = MANUAL 19859 Flags = START_FRAME_FIRST 19860 WeaponLaunchBone = PRIMARY RockPost 19861 ParticleSysBone = Smoke01 SmolderingSmoke 19862 ParticleSysBone = Smoke02 SmolderingSmoke 19863 ParticleSysBone = Smoke03 SmolderingSmoke 19864 ParticleSysBone = Smoke04 SmolderingSmoke 19865 ParticleSysBone = Smoke05 SmolderingSmoke 19866 ParticleSysBone = Smoke06 SmolderingSmoke 19867 ParticleSysBone = Smoke01 SmolderingFire 19868 ParticleSysBone = Smoke02 SmolderingFire 19869 ParticleSysBone = Smoke03 SmolderingFire 19870 ParticleSysBone = Smoke04 SmolderingFire 19871 ParticleSysBone = Smoke05 SmolderingFire 19872 ParticleSysBone = Smoke06 SmolderingFire 19873 End 19874 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW 19875 Model = NBNMissle_A3ENS 19876 Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS 19877 AnimationMode = ONCE 19878 Flags = MAINTAIN_FRAME_ACROSS_STATES2 19879 ParticleSysBone = Smoke01 SmolderingSmoke 19880 ParticleSysBone = Smoke02 SmolderingSmoke 19881 ParticleSysBone = Smoke03 SmolderingSmoke 19882 ParticleSysBone = Smoke04 SmolderingSmoke 19883 ParticleSysBone = Smoke05 SmolderingSmoke 19884 ParticleSysBone = Smoke06 SmolderingSmoke 19885 ParticleSysBone = Smoke01 SmolderingFire 19886 ParticleSysBone = Smoke02 SmolderingFire 19887 ParticleSysBone = Smoke03 SmolderingFire 19888 ParticleSysBone = Smoke04 SmolderingFire 19889 ParticleSysBone = Smoke05 SmolderingFire 19890 ParticleSysBone = Smoke06 SmolderingFire 19891 End 19892 End 19893 19894 ; ------------ construction-zone fence ----------------- 19895 Draw = W3DModelDraw ModuleTag_02 19896 AnimationsRequirePower = No 19897 DefaultConditionState 19898 Model = None 19899 TransitionKey = DOWN_DEFAULT 19900 End 19901 ConditionState = NIGHT 19902 Model = None 19903 TransitionKey = DOWN_DEFAULT 19904 End 19905 ConditionState = SNOW 19906 Model = None 19907 TransitionKey = DOWN_DEFAULT 19908 End 19909 ConditionState = SNOW NIGHT 19910 Model = None 19911 TransitionKey = DOWN_DEFAULT 19912 End 19913 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19914 Model = ABSupDrop_A4 19915 Animation = ABSupDrop_A4.ABSupDrop_A4 19916 AnimationMode = MANUAL 19917 Flags = START_FRAME_LAST 19918 TransitionKey = UP_DAY 19919 End 19920 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19921 Model = ABSupDrop_A4N 19922 Animation = ABSupDrop_A4N.ABSupDrop_A4N 19923 AnimationMode = MANUAL 19924 Flags = START_FRAME_LAST 19925 TransitionKey = UP_NIGHT 19926 End 19927 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19928 Model = ABSupDrop_A4S 19929 Animation = ABSupDrop_A4S.ABSupDrop_A4S 19930 AnimationMode = MANUAL 19931 Flags = START_FRAME_LAST 19932 TransitionKey = UP_SNOW 19933 End 19934 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19935 Model = ABSupDrop_A4SN 19936 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 19937 AnimationMode = MANUAL 19938 Flags = START_FRAME_LAST 19939 TransitionKey = UP_SNOWNIGHT 19940 End 19941 TransitionState = DOWN_DEFAULT UP_DAY 19942 Model = ABSupDrop_A4 19943 Animation = ABSupDrop_A4.ABSupDrop_A4 19944 AnimationMode = ONCE 19945 AnimationSpeedFactorRange = 1.0 1.0 19946 Flags = START_FRAME_FIRST 19947 End 19948 TransitionState = DOWN_DEFAULT UP_NIGHT 19949 Model = ABSupDrop_A4N 19950 Animation = ABSupDrop_A4N.ABSupDrop_A4N 19951 AnimationMode = ONCE 19952 AnimationSpeedFactorRange = 1.0 1.0 19953 Flags = START_FRAME_FIRST 19954 End 19955 TransitionState = DOWN_DEFAULT UP_SNOW 19956 Model = ABSupDrop_A4S 19957 Animation = ABSupDrop_A4S.ABSupDrop_A4S 19958 AnimationMode = ONCE 19959 AnimationSpeedFactorRange = 1.0 1.0 19960 Flags = START_FRAME_FIRST 19961 End 19962 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19963 Model = ABSupDrop_A4SN 19964 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 19965 AnimationMode = ONCE 19966 AnimationSpeedFactorRange = 1.0 1.0 19967 Flags = START_FRAME_FIRST 19968 End 19969 TransitionState = UP_DAY DOWN_DEFAULT 19970 Model = ABSupDrop_A4 19971 Animation = ABSupDrop_A4.ABSupDrop_A4 19972 AnimationMode = ONCE_BACKWARDS 19973 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19974 Flags = START_FRAME_LAST 19975 End 19976 TransitionState = UP_NIGHT DOWN_DEFAULT 19977 Model = ABSupDrop_A4N 19978 Animation = ABSupDrop_A4N.ABSupDrop_A4N 19979 AnimationMode = ONCE_BACKWARDS 19980 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19981 Flags = START_FRAME_LAST 19982 End 19983 TransitionState = UP_SNOW DOWN_DEFAULT 19984 Model = ABSupDrop_A4S 19985 Animation = ABSupDrop_A4S.ABSupDrop_A4S 19986 AnimationMode = ONCE_BACKWARDS 19987 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19988 Flags = START_FRAME_LAST 19989 End 19990 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19991 Model = ABSupDrop_A4SN 19992 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 19993 AnimationMode = ONCE_BACKWARDS 19994 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19995 Flags = START_FRAME_LAST 19996 End 19997 End 19998 19999 ; ------------ under-construction scaffolding ----------------- 20000 Draw = W3DModelDraw ModuleTag_03 20001 AnimationsRequirePower = No 20002 MinLODRequired = MEDIUM 20003 DefaultConditionState 20004 Model = None 20005 TransitionKey = DOWN_DEFAULT 20006 End 20007 ConditionState = NIGHT 20008 Model = None 20009 TransitionKey = DOWN_DEFAULT 20010 End 20011 ConditionState = SNOW 20012 Model = None 20013 TransitionKey = DOWN_DEFAULT 20014 End 20015 ConditionState = SNOW NIGHT 20016 Model = None 20017 TransitionKey = DOWN_DEFAULT 20018 End 20019 ConditionState = PARTIALLY_CONSTRUCTED 20020 Model = ABSupDrop_A6 20021 Animation = ABSupDrop_A6.ABSupDrop_A6 20022 AnimationMode = MANUAL 20023 Flags = START_FRAME_LAST 20024 TransitionKey = UP_DAY 20025 ParticleSysBone = Dust01 BuildingDustChina 20026 ParticleSysBone = Smoke01 BuildUpSmokeChina 20027 ParticleSysBone = Smoke02 BuildUpSmokeChina 20028 ParticleSysBone = Smoke03 BuildUpSmokeChina 20029 ParticleSysBone = Smoke04 BuildUpSmokeChina 20030 ParticleSysBone = Smoke05 BuildUpSmokeChina 20031 End 20032 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 20033 Model = ABSupDrop_A6N 20034 Animation = ABSupDrop_A6N.ABSupDrop_A6N 20035 AnimationMode = MANUAL 20036 Flags = START_FRAME_LAST 20037 TransitionKey = UP_NIGHT 20038 ParticleSysBone = Dust01 BuildingDustChina 20039 ParticleSysBone = Smoke01 BuildUpSmokeChina 20040 ParticleSysBone = Smoke02 BuildUpSmokeChina 20041 ParticleSysBone = Smoke03 BuildUpSmokeChina 20042 ParticleSysBone = Smoke04 BuildUpSmokeChina 20043 ParticleSysBone = Smoke05 BuildUpSmokeChina 20044 End 20045 ConditionState = SNOW PARTIALLY_CONSTRUCTED 20046 Model = ABSupDrop_A6S 20047 Animation = ABSupDrop_A6S.ABSupDrop_A6S 20048 AnimationMode = MANUAL 20049 Flags = START_FRAME_LAST 20050 TransitionKey = UP_SNOW 20051 ParticleSysBone = Dust01 BuildingSnowDust 20052 ParticleSysBone = Smoke01 BuildUpSnowSmoke 20053 ParticleSysBone = Smoke02 BuildUpSnowSmoke 20054 ParticleSysBone = Smoke03 BuildUpSnowSmoke 20055 ParticleSysBone = Smoke04 BuildUpSnowSmoke 20056 ParticleSysBone = Smoke05 BuildUpSnowSmoke 20057 End 20058 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 20059 Model = ABSupDrop_A6SN 20060 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 20061 AnimationMode = MANUAL 20062 Flags = START_FRAME_LAST 20063 TransitionKey = UP_SNOWNIGHT 20064 ParticleSysBone = Dust01 BuildingSnowDust 20065 ParticleSysBone = Smoke01 BuildUpSnowSmoke 20066 ParticleSysBone = Smoke02 BuildUpSnowSmoke 20067 ParticleSysBone = Smoke03 BuildUpSnowSmoke 20068 ParticleSysBone = Smoke04 BuildUpSnowSmoke 20069 ParticleSysBone = Smoke05 BuildUpSnowSmoke 20070 End 20071 TransitionState = DOWN_DEFAULT UP_DAY 20072 Model = ABSupDrop_A6 20073 Animation = ABSupDrop_A6.ABSupDrop_A6 20074 AnimationMode = ONCE 20075 AnimationSpeedFactorRange = 1.0 1.0 20076 Flags = START_FRAME_FIRST 20077 End 20078 TransitionState = DOWN_DEFAULT UP_NIGHT 20079 Model = ABSupDrop_A6N 20080 Animation = ABSupDrop_A6N.ABSupDrop_A6N 20081 AnimationMode = ONCE 20082 AnimationSpeedFactorRange = 1.0 1.0 20083 Flags = START_FRAME_FIRST 20084 End 20085 TransitionState = DOWN_DEFAULT UP_SNOW 20086 Model = ABSupDrop_A6S 20087 Animation = ABSupDrop_A6S.ABSupDrop_A6S 20088 AnimationMode = ONCE 20089 AnimationSpeedFactorRange = 1.0 1.0 20090 Flags = START_FRAME_FIRST 20091 End 20092 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20093 Model = ABSupDrop_A6SN 20094 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 20095 AnimationMode = ONCE 20096 AnimationSpeedFactorRange = 1.0 1.0 20097 Flags = START_FRAME_FIRST 20098 End 20099 TransitionState = UP_DAY DOWN_DEFAULT 20100 Model = ABSupDrop_A6 20101 Animation = ABSupDrop_A6.ABSupDrop_A6 20102 AnimationMode = ONCE_BACKWARDS 20103 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20104 Flags = START_FRAME_LAST 20105 End 20106 TransitionState = UP_NIGHT DOWN_DEFAULT 20107 Model = ABSupDrop_A6N 20108 Animation = ABSupDrop_A6N.ABSupDrop_A6N 20109 AnimationMode = ONCE_BACKWARDS 20110 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20111 Flags = START_FRAME_LAST 20112 End 20113 TransitionState = UP_SNOW DOWN_DEFAULT 20114 Model = ABSupDrop_A6S 20115 Animation = ABSupDrop_A6S.ABSupDrop_A6S 20116 AnimationMode = ONCE_BACKWARDS 20117 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20118 Flags = START_FRAME_LAST 20119 End 20120 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20121 Model = ABSupDrop_A6SN 20122 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 20123 AnimationMode = ONCE_BACKWARDS 20124 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20125 Flags = START_FRAME_LAST 20126 End 20127 End 20128 20129 ; ------------ being-constructed crane ----------------- 20130 ;Draw = W3DModelDraw ModuleTag_04 20131 ;AnimationsRequirePower = No 20132 ;DefaultConditionState 20133 ;Model = None 20134 ;TransitionKey = DOWN_DEFAULT 20135 ;End 20136 ;ConditionState = NIGHT 20137 ;Model = None 20138 ;TransitionKey = DOWN_DEFAULT 20139 ;End 20140 ;ConditionState = SNOW 20141 ;Model = None 20142 ;TransitionKey = DOWN_DEFAULT 20143 ;End 20144 ;ConditionState = SNOW NIGHT 20145 ;Model = None 20146 ;TransitionKey = DOWN_DEFAULT 20147 ;End 20148 ;ConditionState = SOLD 20149 ;Model = NONE 20150 ;End 20151 20152 ;ConditionState = ACTIVELY_BEING_CONSTRUCTED 20153 ;Model = NBNMissle_A5 20154 ;Animation = NBNMissle_A5.NBNMissle_A5 20155 ;AnimationMode = LOOP 20156 ;TransitionKey = UP_DAY 20157 ;End 20158 20159 ;ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 20160 ;Model = NBNMissle_A5N 20161 ;Animation = NBNMissle_A5N.NBNMissle_A5N 20162 ;AnimationMode = LOOP 20163 ;TransitionKey = UP_NIGHT 20164 ;End 20165 ;ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 20166 ;Model = NBNMissle_A5S 20167 ;Animation = NBNMissle_A5S.NBNMissle_A5S 20168 ;AnimationMode = LOOP 20169 ;TransitionKey = UP_SNOW 20170 ;End 20171 ;ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 20172 ;Model = NBNMissle_A5SN 20173 ;Animation = NBNMissle_A5SN.NBNMissle_A5SN 20174 ;AnimationMode = LOOP 20175 ;TransitionKey = UP_SNOWNIGHT 20176 ;End 20177 ;TransitionState = DOWN_DEFAULT UP_DAY 20178 ;Model = NBNMissle_AB 20179 ;Animation = NBNMissle_AB.NBNMissle_AB 20180 ;AnimationMode = ONCE 20181 ;AnimationSpeedFactorRange = 1.0 1.0 20182 ;Flags = START_FRAME_FIRST 20183 ;End 20184 20185 ;TransitionState = DOWN_DEFAULT UP_NIGHT 20186 ;Model = NBNMissle_ABN 20187 ;Animation = NBNMissle_ABN.NBNMissle_ABN 20188 ;AnimationMode = ONCE 20189 ;AnimationSpeedFactorRange = 1.0 1.0 20190 ;Flags = START_FRAME_FIRST 20191 ;End 20192 ;TransitionState = DOWN_DEFAULT UP_SNOW 20193 ;Model = NBNMissle_ABS 20194 ;Animation = NBNMissle_ABS.NBNMissle_ABS 20195 ;AnimationMode = ONCE 20196 ;AnimationSpeedFactorRange = 1.0 1.0 20197 ;Flags = START_FRAME_FIRST 20198 ;End 20199 ;TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20200 ;Model = NBNMissle_ABSN 20201 ;Animation = NBNMissle_ABSN.NBNMissle_ABSN 20202 ;AnimationMode = ONCE 20203 ;AnimationSpeedFactorRange = 1.0 1.0 20204 ;Flags = START_FRAME_FIRST 20205 ;End 20206 ;TransitionState = UP_DAY DOWN_DEFAULT 20207 ;Model = NBNMissle_AB 20208 ;Animation = NBNMissle_AB.NBNMissle_AB 20209 ;AnimationMode = ONCE_BACKWARDS 20210 ;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20211 ;Flags = START_FRAME_LAST 20212 ;End 20213 ;TransitionState = UP_NIGHT DOWN_DEFAULT 20214 ;Model = NBNMissle_ABN 20215 ;Animation = NBNMissle_ABN.NBNMissle_ABN 20216 ;AnimationMode = ONCE_BACKWARDS 20217 ;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20218 ;Flags = START_FRAME_LAST 20219 ;End 20220 ;TransitionState = UP_SNOW DOWN_DEFAULT 20221 ;Model = NBNMissle_ABS 20222 ;Animation = NBNMissle_ABS.NBNMissle_ABS 20223 ;AnimationMode = ONCE_BACKWARDS 20224 ;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20225 ;Flags = START_FRAME_LAST 20226 ;End 20227 ;TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20228 ;Model = NBNMissle_ABSN 20229 ;Animation = NBNMissle_ABSN.NBNMissle_ABSN 20230 ;AnimationMode = ONCE_BACKWARDS 20231 ;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20232 ;Flags = START_FRAME_LAST 20233 ;End 20234 ;End 20235 20236 ; Blinking lights 20237 ;Draw = W3DModelDraw ModuleTag_05 20238 ;OkToChangeModelColor = Yes 20239 ; day 20240 ;ConditionState = NONE 20241 ;Model = NBNMissle_AC 20242 ;Animation = NONE 20243 ;End 20244 ;ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20245 ;Model = NBNMissle_AC 20246 ;Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20247 ;End 20248 ;ConditionState = AWAITING_CONSTRUCTION 20249 ;Model = NONE 20250 ;End 20251 ;ConditionState = DOOR_1_OPENING 20252 ;Model = NBNMissle_AC 20253 ;Animation = NBNMissle_AC.NBNMissle_AC 20254 ;AnimationMode = LOOP 20255 ;Flags = START_FRAME_FIRST 20256 ;End 20257 ;ConditionState = DOOR_1_WAITING_OPEN 20258 ;Model = NBNMissle_AC 20259 ;Animation = NBNMissle_AC.NBNMissle_AC 20260 ;AnimationMode = LOOP 20261 ;Flags = START_FRAME_LAST 20262 ;End 20263 ;ConditionState = DOOR_1_WAITING_TO_CLOSE 20264 ;Model = NBNMissle_AC 20265 ;Animation = NBNMissle_AC.NBNMissle_AC 20266 ;AnimationMode = LOOP 20267 ;Flags = START_FRAME_FIRST 20268 ;WeaponLaunchBone = PRIMARY RockPos 20269 ;End 20270 ;ConditionState = DOOR_1_CLOSING 20271 ;Model = NBNMissle_AC 20272 ;Animation = NBNMissle_AC.NBNMissle_AC 20273 ;AnimationMode = LOOP 20274 ;Flags = START_FRAME_FIRST 20275 ;End 20276 ;End 20277 20278 PlacementViewAngle = 135 20279 20280 ; ***DESIGN parameters *** 20281 DisplayName = OBJECT:CruiseMissile 20282 Side = AmericaSuperWeaponGeneral 20283 EditorSorting = STRUCTURE 20284 Prerequisites 20285 Object = SupW_AmericaWarFactory 20286 End 20287 BuildCost = 2000 20288 BuildTime = 60.0 ; in seconds 20289 EnergyProduction = -10 20290 VisionRange = 200.0 ; Shroud clearing distance 20291 ShroudClearingRange = 200 20292 CommandSet = SupW_AmericaCruiseMissileCommandSet 20293 ArmorSet 20294 Conditions = None 20295 Armor = StructureArmorTough 20296 DamageFX = StructureDamageFXNoShake 20297 End 20298 ExperienceValue = 400 400 400 400 ; Experience point value at each level 20299 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 20300 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 20301 20302 ; *** AUDIO Parameters *** 20303 VoiceSelect = NuclearMissileSelect 20304 SoundOnDamaged = BuildingDamagedStateLight 20305 SoundOnReallyDamaged = BuildingDestroy 20306 20307 UnitSpecificSounds 20308 UnderConstruction = UnderConstructionLoop 20309 End 20310 20311 ; *** ENGINEERING Parameters *** 20312 RadarPriority = STRUCTURE 20313 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY 20314 Body = StructureBody ModuleTag_06 20315 MaxHealth = 4000.0 20316 InitialHealth = 4000.0 20317 End 20318 20319 20320 20321 Behavior = OCLSpecialPower ModuleTag_07 20322 SpecialPowerTemplate = SupW_CruiseMissile 20323 OCL = SUPERWEAPON_CruiseMissile 20324 End 20325 Behavior = SpecialPowerCreate ModuleTag_08 20326 ;nothing 20327 End 20328 Behavior = MissileLauncherBuildingUpdate ModuleTag_09 20329 SpecialPowerTemplate = SupW_CruiseMissile 20330 DoorOpenTime = 8000 20331 DoorWaitOpenTime = 2000 20332 DoorCloseTime = 8000 20333 20334 ; FXLists to play at transitions: 20335 DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen 20336 ;DoorOpenFX = FX_ABPowerPlantExplode 20337 DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch 20338 ;DoorClosingFX = FX_ABPowerPlantExplode 20339 ;DoorClosedFX = FX_ABPowerPlantExplode 20340 20341 ; looping sound to play while open: 20342 DoorOpenIdleAudio = BuildingNeutronMissileHiss 20343 End 20344 20345 Behavior = ProductionUpdate ModuleTag_10 20346 DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED 20347 End 20348 20349 Behavior = DestroyDie ModuleTag_11 20350 ;Nothing 20351 End 20352 20353 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 20354 DeathWeapon = ChinaPowerPlantDeathWeapon 20355 StartsActive = Yes 20356 End 20357 20358 Behavior = FlammableUpdate ModuleTag_14 20359 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20360 AflameDamageAmount = 5 ; taking this much damage... 20361 AflameDamageDelay = 500 ; this often. 20362 End 20363 20364 Behavior = TransitionDamageFX ModuleTag_15 20365 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 20366 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 20367 ;--------------------------------------------------------------------------------------- 20368 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 20369 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 20370 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 20371 End 20372 20373 Behavior = CreateObjectDie ModuleTag_20 20374 CreationList = OCL_LargeStructureDebris 20375 End 20376 20377 Behavior = FXListDie ModuleTag_21 20378 ExemptStatus = UNDER_CONSTRUCTION 20379 DeathFX = FX_NukeGLA 20380 End 20381 20382 Behavior = ProductionUpdate ModuleTag_22 20383 ; This is needed in order to get a public timer to work! 20384 End 20385 20386 20387 Geometry = BOX 20388 GeometryMajorRadius = 45.0 20389 GeometryMinorRadius = 55.0 20390 GeometryHeight = 64.0 20391 GeometryIsSmall = No 20392 Shadow = SHADOW_VOLUME 20393 BuildCompletion = PLACED_BY_PLAYER 20394 20395 End 20396 20397 ;------------------------------------------------------------------------------ 20398 Object SupW_TomahawkMissile 20399 20400 ; *** ART Parameters *** 20401 Draw = W3DModelDraw ModuleTag_01 20402 OkToChangeModelColor = Yes 20403 ConditionState = NONE 20404 Model = AVTomahawk_M 20405 20406 End 20407 End 20408 20409 ; ***DESIGN parameters *** 20410 DisplayName = OBJECT:TomahawkMissile 20411 EditorSorting = SYSTEM 20412 VisionRange = 0.0 20413 ArmorSet 20414 Conditions = None 20415 ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting 20416 ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have 20417 ;*AntiBallisticMissile = Yes set in the Weapon.ini. 20418 Armor = BallisticMissileArmor 20419 DamageFX = None 20420 End 20421 20422 ; *** ENGINEERING Parameters *** 20423 KindOf = PROJECTILE BALLISTIC_MISSILE 20424 Body = ActiveBody ModuleTag_02 20425 MaxHealth = 200.0 20426 InitialHealth = 100.0 20427 End 20428 20429 ; ---- begin Projectile death behaviors 20430 Behavior = InstantDeathBehavior DeathModuleTag_01 20431 DeathTypes = NONE +DETONATED 20432 ; we detonated normally. 20433 FX = WeaponFX_TomahawkMissileDetonation 20434 End 20435 Behavior = InstantDeathBehavior DeathModuleTag_02 20436 DeathTypes = NONE +LASERED 20437 ; shot down by laser. 20438 FX = FX_GenericMissileDisintegrate 20439 OCL = OCL_GenericMissileDisintegrate 20440 End 20441 Behavior = InstantDeathBehavior DeathModuleTag_03 20442 DeathTypes = ALL -LASERED -DETONATED 20443 ; shot down by nonlaser. 20444 FX = FX_GenericMissileDeath 20445 End 20446 ; ---- end Projectile death behaviors 20447 20448 Behavior = PhysicsBehavior ModuleTag_06 20449 Mass = 1 20450 End 20451 Behavior = MissileAIUpdate ModuleTag_07 20452 TryToFollowTarget = Yes 20453 FuelLifetime = 00 20454 IgnitionDelay = 0 20455 IgnitionFX = FX_TomahawkIgnition 20456 InitialVelocity = 50 ; in dist/sec 20457 DistanceToTravelBeforeTurning = 80 20458 DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight. 20459 ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D 20460 ; heart, being over the target counts as "there", so we'll give up and just go straight. 20461 20462 DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba. 20463 End 20464 Locomotor = SET_NORMAL SCUDStormMissileLocomotor 20465 ;Locomotor = SET_NORMAL TomahawkMissileLocomotor 20466 Behavior = SpecialPowerCompletionDie ModuleTag_08 20467 SpecialPowerTemplate = SuperweaponScudStorm 20468 End 20469 Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake 20470 GeometryMajorRadius = 8.0 20471 GeometryHeight = 4.0 20472 GeometryIsSmall = Yes 20473 20474 Shadow = SHADOW_DECAL 20475 End 20476 20477 20478 20479 20480 Object SupW_AmericaVehicleMedic 20481 SelectPortrait = SARAmblnce_L 20482 ButtonImage = SARAmblnce 20483 UpgradeCameo1 = Upgrade_AmericaBattleDrone 20484 UpgradeCameo2 = Upgrade_AmericaScoutDrone 20485 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 20486 ReplaceModule ModuleTag_01 20487 Draw = W3DTruckDraw ModuleTag_01_Override 20488 ConditionState = NONE 20489 Model = AVAmbulanceSW 20490 HideSubObject = TURRETEL 20491 End 20492 ConditionState = REALLYDAMAGED 20493 Model = AVAmbulanceSW_D 20494 HideSubObject = TURRETEL 20495 End 20496 ConditionState = RUBBLE 20497 Model = AVAmbulanceSW_D 20498 HideSubObject = TURRETEL 20499 End 20500 TrackMarks = EXTireTrack.tga 20501 OkToChangeModelColor = Yes 20502 Dust = RocketBuggyDust 20503 DirtSpray = RocketBuggyDirtSpray 20504 PowerslideSpray = RocketBuggyDirtPowerSlide 20505 LeftFrontTireBone = Tire01 20506 RightFrontTireBone = Tire02 20507 LeftRearTireBone = Tire03 20508 RightRearTireBone = Tire04 20509 TireRotationMultiplier = 0.2 20510 PowerslideRotationAddition = 2.5 20511 End 20512 End 20513 DisplayName = OBJECT:RepairDrone 20514 Side = AmericaSuperWeaponGeneral 20515 WeaponSet 20516 Conditions = NONE 20517 Weapon = PRIMARY NONE 20518 AutoChooseSources = PRIMARY NONE 20519 End 20520 ArmorSet 20521 Conditions = None 20522 Armor = HumveeArmor 20523 DamageFX = TruckDamageFX 20524 End 20525 BuildCost = 800 20526 BuildTime = 10.0 ;in seconds 20527 VisionRange = 150 20528 ShroudClearingRange = 320 20529 Prerequisites 20530 20531 Object = SupW_AmericaWarFactory 20532 End 20533 CommandSet = AmericaVehicleHumveeCommandSet 20534 VoiceSelect = BattleMasterTankVoiceSelect 20535 VoiceAttack =BattleMasterTankVoiceUpgradeNuclear 20536 VoiceMove = BattleMasterTankVoiceMove 20537 VoiceGuard = BattleMasterTankVoiceUpgradeNuclear 20538 UnitSpecificSounds 20539 VoiceCreate = UpgradeNuclearVoiceCreate 20540 VoiceEnter = UpgradeNuclearVoiceMove 20541 End 20542 RemoveModule ModuleTag_03 20543 RemoveModule ModuleTag_04 20544 ReplaceModule ModuleTag_06 20545 Behavior = TransportContain ModuleTag_06_Override 20546 PassengersAllowedToFire = Yes 20547 Slots = 5 20548 DamagePercentToUnits = 100% 20549 AllowInsideKindOf = INFANTRY 20550 ExitDelay = 250 20551 NumberOfExitPaths = 3 20552 GoAggressiveOnExit = Yes 20553 End 20554 End 20555 ReplaceModule ModuleTag_08 20556 Behavior = SlowDeathBehavior ModuleTag_08_Override 20557 DeathTypes = ALL -CRUSHED -SPLATTED 20558 DestructionDelay = 0 20559 FX = FINAL FX_GenericTankDeathExplosion 20560 OCL = FINAL OCL_FinalHumveeDebris 20561 End 20562 End 20563 RemoveModule ModuleTag_17 20564 ReplaceModule ModuleTag_22 20565 Behavior = AutoHealBehavior ModuleTag_22_Override 20566 HealingAmount = 8 20567 HealingDelay = 1000 20568 Radius = 100.0f 20569 StartsActive = Yes 20570 KindOf = VEHICLE 20571 End 20572 End 20573 End
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