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

   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  
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 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  
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 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  
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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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