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

   1  ;--------------¸ÄΪMI171--------------------------------------------------------------------------------------------
   2  Object Tank_ChinaVehicleHelix
   3  
   4    ; *** ART Parameters ***
   5    SelectPortrait         = T8
   6    ButtonImage            = T8
   7    
   8    ;UpgradeCameo2 = Upgrade_ChinaBlackNapalm
   9    ;UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon
  10    ;UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower
  11    ;UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker
  12      
  13      Draw = W3DOverlordAircraftDraw  ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures 
  14  
  15        ParticlesAttachedToAnimatedBones = Yes
  16  
  17      DefaultConditionState
  18        Model = nvmi171
  19        Animation = nvmi171.nvmi171
  20        AnimationMode = LOOP
  21        WeaponFireFXBone    = PRIMARY Muzzle03
  22        WeaponMuzzleFlash   = PRIMARY TurretFX03
  23        HideSubObject       = BombWing
  24      End
  25  
  26      ConditionState = MOVING
  27        ParticleSysBone = SMOKE01 HelixExhaust
  28        ParticleSysBone = SMOKE02 HelixExhaust
  29      End
  30  
  31      ConditionState = REALLYDAMAGED
  32        Model = nvmi171
  33        Animation = nvmi171.nvmi171
  34        AnimationMode = LOOP
  35      End
  36      ConditionState = REALLYDAMAGED MOVING
  37        Model = nvmi171
  38        Animation = nvmi171.nvmi171
  39        AnimationMode = LOOP
  40        ParticleSysBone = SMOKE01 HelixExhaust
  41        ParticleSysBone = SMOKE02 HelixExhaust
  42      End
  43  
  44      ConditionState = RUBBLE
  45        Model = nvmi171
  46        Animation = nvmi171.nvmi171
  47        AnimationMode = LOOP
  48      End
  49      ConditionState = RUBBLE MOVING
  50        Model = nvmi171
  51        Animation = nvmi171.nvmi171
  52        AnimationMode = LOOP
  53        ParticleSysBone = SMOKE01 HelixExhaust
  54        ParticleSysBone = SMOKE02 HelixExhaust
  55      End
  56  
  57      ConditionState = RUBBLE SPECIAL_DAMAGED
  58        Model = nvmi171
  59      End
  60  
  61      OkToChangeModelColor = Yes
  62    End
  63  
  64  
  65    ; ***DESIGN parameters ***
  66    DisplayName         = OBJECT:Helix
  67    EditorSorting       = VEHICLE
  68    Side                = ChinaTankGeneral
  69    TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  70    VisionRange         = 200.0 
  71    ShroudClearingRange = 600
  72    BuildCost           = 1500
  73    BuildTime           = 20.0          ;in seconds  
  74    Prerequisites
  75      Object = Tank_ChinaAirfield
  76    End
  77    ExperienceValue     = 50 100 150 200 ;Experience point value at each level
  78    ExperienceRequired  = 0 100 200 400  ;Experience points needed to gain each level
  79    IsTrainable         = Yes  
  80    CommandSet          = MI171CommandSet
  81  
  82  
  83    ArmorSet
  84      Conditions      = None
  85      Armor           = ChinookArmor
  86      DamageFX        = None
  87    End
  88  
  89  
  90    WeaponSet
  91      Conditions          = None
  92      ; -----
  93      Weapon              = PRIMARY     ComancheRocketPodWeapon
  94      AutoChooseSources   = PRIMARY    NONE
  95   
  96    End
  97  
  98  
  99    ; *** AUDIO Parameters ***
 100    VoiceSelect     = HelixVoiceSelect
 101    VoiceMove       = HelixVoiceMove
 102    VoiceAttack     = HelixVoiceAttack
 103    SoundAmbient    = HelixAmbientLoop
 104    SoundEnter      = HumveeEnter
 105    SoundExit       = HumveeExit
 106    UnitSpecificSounds
 107      VoiceCreate         = HelixVoiceCreate
 108      VoiceUnload         = HelixVoiceUnload
 109      VoiceGarrison       = HelixVoiceMove
 110    End
 111  
 112  
 113  
 114    ; *** ENGINEERING Parameters ***
 115    RadarPriority   = UNIT
 116    ; note that, although Helixes aren't produced at helipads, we want to set this KINDOF so that they can land at
 117    ; (well, "near" actually) an Airfield to get healed...
 118    KindOf          = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 
 119  
 120    Body = ActiveBody ModuleTag_03
 121      MaxHealth       = 300.0
 122      InitialHealth   = 300.0
 123    End
 124  
 125    Behavior = FXListDie ModuleTag_05
 126      DeathFX = FX_HelicopterStartDeath
 127    End
 128  
 129    Behavior                       = TransitionDamageFX ModuleTag_06
 130      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
 131      ReallyDamagedFXList1         = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
 132    End
 133  
 134    Behavior = ChinookAIUpdate ModuleTag_07
 135       AutoAcquireEnemiesWhenIdle = Yes 
 136       RotorWashParticleSystem = HelixRotorWashRing
 137    End
 138    Locomotor = SET_NORMAL    HelixLocomotor
 139    Locomotor = SET_TAXIING   BasicHelicopterTaxiLocomotor
 140  
 141  
 142    Behavior = PhysicsBehavior ModuleTag_09
 143      Mass = 50.0
 144    End
 145  
 146    Behavior = HelicopterSlowDeathBehavior ModuleTag_10
 147      DestructionDelay                = 99999999        ; the destruction delay
 148      SpiralOrbitTurnRate             = 80.0           ; in degrees per second, bigger # = tighter spiral
 149      SpiralOrbitForwardSpeed         = 110.0           ; bigger # = larger spiral
 150      SpiralOrbitForwardSpeedDamping  = .9999           ; smaller #'s = slow down faster
 151      MaxBraking                      = 210   ; max braking we can use during death spiral (lower num = wilder spiral)    
 152      SoundDeathLoop                  = HelixDamagedLoop
 153      MinSelfSpin                     = 40                     ; in degrees per second
 154      MaxSelfSpin                     = 120                     ; in degrees per second
 155      SelfSpinUpdateDelay             = 300                     ; in milliseconds
 156      SelfSpinUpdateAmount            = 5                      ; in degrees   
 157      FallHowFast                     = 8.0%                   ; fraction of gravity, lower = take longer to fall
 158      MinBladeFlyOffDelay             = 1000                    ; in milliseconds
 159      MaxBladeFlyOffDelay             = 1000                    ; in milliseconds
 160      AttachParticle                  = SootySmokeTrail
 161      AttachParticleBone              = Propeller02
 162      BladeObjectName                 = HelixBlades
 163      BladeBoneName                   = Propeller01    
 164      FXBlade                         = FX_HelicopterBladeExplosion
 165      OCLBlade                        = OCL_HelicopterBladeExplosion
 166      FXHitGround                     = FX_HelicopterHitGround
 167      OCLHitGround                    = OCL_HelicopterHitGround
 168      FXFinalBlowUp                   = FX_HelixHelicopterBlowUpBig
 169      OCLFinalBlowUp                  = OCL_HelixBlades
 170      DelayFromGroundToFinalDeath     = 30
 171      FinalRubbleObject               = HelixRubbleHull
 172    End
 173  
 174    Behavior = FlammableUpdate ModuleTag_21
 175      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
 176      AflameDamageAmount = 3        ; taking this much damage...
 177      AflameDamageDelay = 500       ; this often.
 178    End
 179  
 180  
 181  
 182    Behavior = ProductionUpdate ModuleTag_25
 183      MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
 184    End
 185  
 186  
 187  
 188  
 189  
 190    ;--------------------------
 191    Behavior = ObjectCreationUpgrade ModuleTag_22
 192      UpgradeObject = OCL_HelixGattlingCannon
 193      TriggeredBy   = Upgrade_ChinaHelixGattlingCannon
 194      ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
 195    End
 196    Behavior = CommandSetUpgrade ModuleTag_26
 197      CommandSet = ChinaHelixGattlingCannonCommandSet
 198      TriggeredBy   = Upgrade_ChinaHelixGattlingCannon
 199      ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
 200    End
 201    Behavior = WeaponSetUpgrade ModuleTag_35
 202      TriggeredBy = Upgrade_ChinaHelixGattlingCannon
 203    End
 204  ; lorenzen commented out 8/4... the helix now keeps its minigun, even when upgraded to gattling
 205  ;  Behavior = SubObjectsUpgrade ModuleTag_36
 206  ;    TriggeredBy    = Upgrade_ChinaHelixGattlingCannon 
 207  ;    ConflictsWith  = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
 208  ;    HideSubObjects = MINIGUN 
 209  ;  End
 210    ;--------------------------
 211    Behavior = ObjectCreationUpgrade ModuleTag_23
 212      UpgradeObject = OCL_HelixPropagandaTower
 213      TriggeredBy   = Upgrade_ChinaHelixPropagandaTower
 214      ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker
 215    End
 216    Behavior = CommandSetUpgrade ModuleTag_27
 217      CommandSet = ChinaHelixPropagandaTowerCommandSet
 218      TriggeredBy   = Upgrade_ChinaHelixPropagandaTower
 219      ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker
 220    End
 221    ;--------------------------
 222    Behavior = ObjectCreationUpgrade ModuleTag_24
 223      UpgradeObject = OCL_HelixBattleBunker
 224      TriggeredBy   = Upgrade_ChinaHelixBattleBunker
 225      ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower
 226    End
 227    Behavior = CommandSetUpgrade ModuleTag_28
 228      CommandSet = ChinaHelixBattleBunkerCommandSet
 229      TriggeredBy   = Upgrade_ChinaHelixBattleBunker
 230      ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower
 231    End
 232    Behavior = PassengersFireUpgrade ModuleTag_34
 233      TriggeredBy   = Upgrade_ChinaHelixBattleBunker
 234    End
 235    ;--------------------------
 236  
 237    Behavior = HelixContain ModuleTag_29
 238      Slots                   = 8
 239      DamagePercentToUnits    = 100%
 240      AllowInsideKindOf       = INFANTRY 
 241      ForbidInsideKindOf      = AIRCRAFT 
 242      ExitDelay               = 100
 243      NumberOfExitPaths       = 1
 244      PassengersAllowedToFire = No ; the 
 245    End
 246  
 247  
 248    Behavior = WeaponSetUpgrade ModuleTag_30
 249      TriggeredBy = Upgrade_ChinaBlackNapalm
 250    End
 251  
 252  
 253    Behavior = SpecialAbility ModuleTag_32
 254      SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
 255      UpdateModuleStartsAttack = Yes
 256      StartsPaused              = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on
 257      InitiateSound             = HelixVoiceAttack
 258    End
 259    Behavior = SpecialAbilityUpdate ModuleTag_33
 260      SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
 261      StartAbilityRange = 3.0
 262      PreparationTime = 0
 263      SpecialObject = NapalmBomb
 264      MaxSpecialObjects = 1
 265      SpecialObjectsPersistWhenOwnerDies = Yes 
 266      SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
 267      UniqueSpecialObjectTargets = No        ;This would prevent multiple charges placed on the same object.
 268      UnpackTime              = 500     ;slight delay to drop bomb
 269      FlipOwnerAfterUnpacking = No
 270      FleeRangeAfterCompletion = 0.0         ;DOes not run away after finishing ability
 271      UnpackSound               = NoSound
 272      LoseStealthOnTrigger      = No
 273      ApproachRequiresLOS       = No ; we are a helicopter, we can see everything
 274      NeedToFaceTarget          = No ; can drop the bomb at any angle to target
 275  
 276      PersistentPrepTime        = 100
 277      PersistenceRequiresRecharge = Yes
 278  
 279    End
 280    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38
 281      SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
 282      TriggeredBy = Upgrade_HelixNapalmBomb
 283    End
 284    Behavior = SubObjectsUpgrade ModuleTag_39
 285      TriggeredBy    = Upgrade_HelixNapalmBomb 
 286      ShowSubObjects = BombWing 
 287    End
 288  
 289  
 290  
 291  
 292  
 293    Geometry              = CYLINDER
 294    GeometryMajorRadius   = 35.0
 295    GeometryHeight        = 30.0     
 296    GeometryIsSmall       = No
 297    Shadow                = SHADOW_VOLUME    
 298    ShadowSizeX           = 89  ; minimum elevation angle above horizon. Used to limit shadow length
 299  
 300  End
 301  
 302  
 303  
 304  
 305  
 306  
 307  
 308  ;------------------------------------------------------------------------------
 309  Object Tank_ChinaHelixGattlingCannon
 310  
 311    ; *** ART Parameters ***
 312    SelectPortrait         = SNGatTower_L
 313    ButtonImage            = SNGatTower
 314    
 315    ;UpgradeCameo1 = Upgrade_Nationalism
 316    UpgradeCameo1 = Upgrade_ChinaUraniumShells
 317    UpgradeCameo2 = Upgrade_ChinaNuclearTanks
 318    ;UpgradeCameo4 = NONE
 319    UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon
 320    
 321    
 322    Draw                    = W3DDependencyModelDraw ModuleTag_01
 323      OkToChangeModelColor  = Yes
 324      AttachToBoneInContainer = CHASSISBONE
 325  
 326      DefaultConditionState
 327        Model               = NVHelix_G
 328        Turret              = TURRET01
 329        TurretPitch         = TURRETEL
 330        WeaponFireFXBone    = PRIMARY Muzzle
 331        WeaponMuzzleFlash   = PRIMARY MuzzleFX
 332      End
 333      ConditionState        = CONTINUOUS_FIRE_SLOW
 334        Model               = NVHelix_G
 335        Animation           = NVHelix_G.NVHelix_G
 336        AnimationMode       = LOOP
 337        AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate  s l o w l y
 338      End
 339       ConditionState       = CONTINUOUS_FIRE_MEAN
 340        Model               = NVHelix_G
 341        Animation           = NVHelix_G.NVHelix_G
 342        AnimationMode       = LOOP
 343        AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate  medium-fast
 344      End
 345      ConditionState        = CONTINUOUS_FIRE_FAST
 346        Model               = NVHelix_G
 347        Animation           = NVHelix_G.NVHelix_G
 348        AnimationMode       = LOOP
 349        AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate  vryfst
 350        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
 351        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
 352      End
 353  
 354      ConditionState        = REALLYDAMAGED 
 355        Model               = NVHelix_GD
 356        Turret              = TURRET01
 357        TurretPitch         = TURRETEL
 358        WeaponFireFXBone    = PRIMARY Muzzle
 359        WeaponMuzzleFlash   = PRIMARY MuzzleFX
 360        ParticleSysBone     = Smoke01 SmokeFactionMedium
 361        ParticleSysBone     = Smoke02 SmokeFactionMedium
 362        ParticleSysBone     = Smoke03 SmokeFactionMedium
 363        ParticleSysBone     = SparkM01 SparksMedium
 364        ParticleSysBone     = SparkM02 SparksMedium
 365      End
 366      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED 
 367        Model               = NVHelix_GD
 368        Animation           = NVHelix_GD.NVHelix_GD
 369        AnimationMode       = LOOP
 370        AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate  s l o w l y
 371      End
 372       ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED 
 373        Model               = NVHelix_GD
 374        Animation           = NVHelix_GD.NVHelix_GD
 375        AnimationMode       = LOOP
 376        AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate  medium-fast
 377      End
 378      ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED 
 379        Model               = NVHelix_GD
 380        Animation           = NVHelix_GD.NVHelix_GD
 381        AnimationMode       = LOOP
 382        AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate  vryfst
 383        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
 384        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
 385      End
 386  
 387    End
 388  
 389    ; ***DESIGN parameters ***
 390    Side             = ChinaTankGeneral
 391    EditorSorting    = SYSTEM
 392    TransportSlotCount = 1
 393    WeaponSet
 394      Conditions          = None
 395      Weapon              = PRIMARY   GattlingBuildingGun
 396      PreferredAgainst    = PRIMARY INFANTRY
 397      Weapon              = SECONDARY GattlingBuildingGunAir
 398      PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
 399    End
 400    
 401    ArmorSet
 402      Conditions     = None
 403      Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
 404    End
 405    VisionRange     = 200
 406  
 407    ; *** AUDIO Parameters ***
 408    UnitSpecificSounds
 409      TurretMoveStart = NoSound
 410      TurretMoveLoop  = NoSound ;TurretMoveLoop
 411      VoiceRapidFire  = NoSound
 412    End
 413  
 414    ; *** ENGINEERING Parameters ***
 415    KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI
 416    
 417    Body            = StructureBody ModuleTag_02
 418      MaxHealth       = 100.0
 419      InitialHealth   = 100.0
 420    End
 421  
 422    Behavior = StealthDetectorUpdate ModuleTag_SDU
 423      DetectionRate     = 1500   ; how often to rescan for stealthed things in my sight (msec)
 424      DetectionRange   = 200    
 425      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
 426      CanDetectWhileContained   = Yes ;Contained means being in a transport or tunnel network.
 427    End
 428  
 429    Behavior = AIUpdateInterface ModuleTag_03
 430      Turret
 431        ControlledWeaponSlots = PRIMARY 
 432        TurretTurnRate      = 60   // turn rate, in degrees per sec
 433        TurretPitchRate     = 60
 434        AllowsPitch         = Yes
 435      End
 436      AutoAcquireEnemiesWhenIdle = Yes 
 437    End
 438  
 439    Behavior             = DestroyDie ModuleTag_04
 440      ;nothing
 441    End
 442  
 443    Behavior = WeaponBonusUpgrade ModuleTag_05
 444      TriggeredBy = Upgrade_ChinaChainGuns
 445    End
 446  
 447  
 448    Geometry            = BOX
 449    GeometryMajorRadius = 8.0
 450    GeometryMinorRadius = 8.0
 451    GeometryHeight      = 9.0
 452    GeometryIsSmall     = No      
 453    Shadow              = SHADOW_VOLUME
 454    ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length
 455  
 456  End
 457  
 458  ;------------------------------------------------------------------------------
 459  Object Tank_ChinaHelixPropagandaTower
 460  
 461    ; *** ART Parameters ***
 462    SelectPortrait         = SNPropSpeaker_L
 463    ButtonImage            = SNPropSpeaker
 464    
 465    UpgradeCameo1 = Upgrade_Nationalism
 466    UpgradeCameo2 = Upgrade_ChinaUraniumShells
 467    UpgradeCameo3 = Upgrade_ChinaNuclearTanks
 468    ;UpgradeCameo4 = NONE
 469    UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower
 470    
 471    Draw                    = W3DDependencyModelDraw ModuleTag_01
 472      OkToChangeModelColor  = Yes
 473      AttachToBoneInContainer = CHASSISBONE
 474  
 475      ConditionState = NONE
 476        Model         = NVHELIX_S
 477        Animation     = NVHELIX_S.NVHELIX_S
 478        AnimationMode = LOOP
 479      End
 480      ConditionState = REALLYDAMAGED
 481        Model         = NVHELIX_SD
 482        ParticleSysBone = Smoke01 SmolderingSmoke
 483        ParticleSysBone = Smoke02 SmolderingSmoke
 484        ParticleSysBone = Flame01 SmolderingFire
 485        ParticleSysBone = Flame01 SmolderingFlameCore
 486        ParticleSysBone = Spark01 LiveWireSparks
 487      End
 488      ; night
 489      ConditionState = NIGHT
 490        Model         = NVHELIX_S
 491        Animation     = NVHELIX_S.NVHELIX_S
 492        AnimationMode = LOOP
 493      End 
 494    End
 495  
 496    PlacementViewAngle = -45
 497  
 498    ; ***DESIGN parameters ***
 499    Side             = ChinaTankGeneral
 500    EditorSorting    = SYSTEM
 501    TransportSlotCount = 1
 502    
 503    ArmorSet
 504      Conditions     = None
 505      Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
 506    End
 507    VisionRange     = 200
 508  
 509    ; *** AUDIO Parameters ***
 510    UnitSpecificSounds
 511     TurretMoveStart = NoSound
 512      TurretMoveLoop  = NoSound ;TurretMoveLoop
 513    End
 514  
 515    ; *** ENGINEERING Parameters ***
 516    KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI
 517      Body            = StructureBody ModuleTag_02
 518      MaxHealth       = 100.0
 519      InitialHealth   = 100.0
 520    End
 521  
 522    Behavior = AIUpdateInterface ModuleTag_03
 523      ;<No Data>
 524    End
 525    
 526    Behavior        = PropagandaTowerBehavior ModuleTag_04
 527      Radius                = 150.0
 528      DelayBetweenUpdates   = 2000 ; in milliseconds
 529      HealPercentEachSecond = 1%   ; get this % of max health every second 
 530      PulseFX               = FX_HelixPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
 531      UpgradeRequired       = Upgrade_ChinaSubliminalMessaging
 532      UpgradedHealPercentEachSecond = 2%   ; get this % of max health every second 
 533      UpgradedPulseFX       = FX_HelixPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
 534  
 535    End
 536  
 537    Behavior             = DestroyDie ModuleTag_05
 538      ;<No Data>
 539    End
 540  
 541    Geometry            = BOX
 542    GeometryMajorRadius = 6.0
 543    GeometryMinorRadius = 6.0
 544    GeometryHeight      = 10.0
 545    GeometryIsSmall     = No      
 546    Shadow              = SHADOW_VOLUME
 547    ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length
 548  
 549  End
 550  
 551  ;------------------------------------------------------------------------------
 552  Object Tank_ChinaHelixBattleBunker
 553  
 554    ; *** ART Parameters ***
 555    SelectPortrait         = SNBunker_L
 556    ButtonImage            = SNBunker
 557    
 558    ;UpgradeCameo1 = Upgrade_Nationalism
 559    UpgradeCameo1 = Upgrade_ChinaUraniumShells
 560    UpgradeCameo2 = Upgrade_ChinaNuclearTanks
 561    ;UpgradeCameo4 = NONE
 562    UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker
 563    
 564    Draw                    = W3DDependencyModelDraw ModuleTag_01
 565      OkToChangeModelColor  = Yes
 566      AttachToBoneInContainer = CHASSISBONE
 567  
 568      ConditionState = NONE
 569        Model         = NVHELIX_B
 570      End
 571      ConditionState = REALLYDAMAGED
 572        Model         = NVHELIX_BD
 573        ParticleSysBone = Smoke01 SmolderingSmoke
 574        ParticleSysBone = Smoke02 SmolderingSmoke
 575        ParticleSysBone = Flame01 SmolderingFire
 576        ParticleSysBone = Flame01 SmolderingFlameCore
 577        ParticleSysBone = Spark01 LiveWireSparks
 578      End
 579      ; night
 580      ConditionState = NIGHT
 581        Model         = NVHELIX_B
 582      End 
 583      ConditionState = NIGHT REALLYDAMAGED
 584        Model         = NVHELIX_BD
 585        ParticleSysBone = Smoke01 SmolderingSmoke
 586        ParticleSysBone = Smoke02 SmolderingSmoke
 587        ParticleSysBone = Flame01 SmolderingFire
 588        ParticleSysBone = Flame01 SmolderingFlameCore
 589        ParticleSysBone = Spark01 LiveWireSparks
 590      End
 591    End
 592  
 593    PlacementViewAngle = -45
 594  
 595    ; ***DESIGN parameters ***
 596    Side             = ChinaTankGeneral
 597    EditorSorting    = SYSTEM
 598    TransportSlotCount = 1
 599    
 600    ArmorSet
 601      Conditions     = None
 602      Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
 603    End
 604    VisionRange     = 200
 605  
 606    ; *** AUDIO Parameters ***
 607    UnitSpecificSounds
 608      TurretMoveStart = NoSound
 609      TurretMoveLoop  = NoSound ;TurretMoveLoop
 610      VoiceUnload     = OverlordTankVoiceUnload
 611    End
 612  
 613    ; *** ENGINEERING Parameters ***
 614    KindOf            = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI
 615      Body            = StructureBody ModuleTag_02
 616      MaxHealth       = 100.0
 617      InitialHealth   = 100.0
 618    End
 619  
 620  
 621    Behavior             = DestroyDie ModuleTag_04
 622      ;nothing
 623    End
 624  
 625    Geometry            = BOX
 626    GeometryMajorRadius = 6.0
 627    GeometryMinorRadius = 6.0
 628    GeometryHeight      = 10.0
 629    GeometryIsSmall     = No      
 630    Shadow              = SHADOW_VOLUME
 631    ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length
 632  
 633  End
 634  
 635  
 636  
 637  
 638  
 639  
 640  ;------------------------------------------------------------------------------
 641  Object Tank_ChinaJetMIG
 642  
 643    ; *** ART Parameters ***
 644    SelectPortrait         = SNMig_L
 645    ButtonImage            = SNMig
 646    
 647    UpgradeCameo1 = Upgrade_ChinaAircraftArmor
 648    ;UpgradeCameo2 = Upgrade_ChinaBlackNapalm
 649    ;UpgradeCameo3 = NONE
 650    ;UpgradeCameo4 = NONE
 651    ;UpgradeCameo5 = NONE
 652    
 653    Draw = W3DModelDraw ModuleTag_01
 654  
 655      OkToChangeModelColor = Yes
 656  
 657      DefaultConditionState
 658        Model               = NVMIGN
 659        HideSubObject       = BurnerFX01 BurnerFX02
 660        WeaponLaunchBone    = PRIMARY WeaponA
 661      End
 662  
 663      ConditionState        = JETEXHAUST
 664        ParticleSysBone     = Wingtip01 JetContrail
 665        ParticleSysBone     = Wingtip02 JetContrail
 666      End
 667  
 668      ConditionState       = JETEXHAUST JETAFTERBURNER
 669        ShowSubObject      = BurnerFX01 BurnerFX02
 670        ParticleSysBone     = Exhaust01 JetExhaust
 671        ParticleSysBone     = Exhaust02 JetExhaust
 672        ParticleSysBone     = Wingtip01 JetContrail
 673        ParticleSysBone     = Wingtip02 JetContrail
 674      End
 675  
 676      ConditionState        = REALLYDAMAGED
 677        Model               = NVMIGN_D
 678        ParticleSysBone     = Wingtip01 JetContrail
 679        ParticleSysBone     = Wingtip02 JetContrail
 680      End
 681  
 682      ConditionState        = RUBBLE
 683        Model               = NVMIGN_D
 684      End
 685  
 686      ConditionState        = REALLYDAMAGED JETEXHAUST
 687        Model               = NVMIGN_D
 688        ParticleSysBone     = Wingtip01 JetContrail
 689        ParticleSysBone     = Wingtip02 JetContrail
 690      End
 691  
 692      ConditionState        = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
 693        Model               = NVMIG
 694        ShowSubObject       = BurnerFX01 BurnerFX02
 695        ParticleSysBone     = Engine01 JetExhaust
 696        ParticleSysBone     = Engine02 JetExhaust
 697        ParticleSysBone     = Wingtip01 JetContrail
 698        ParticleSysBone     = Wingtip02 JetContrail
 699      End
 700  
 701      ConditionState        = RUBBLE JETEXHAUST JETAFTERBURNER
 702        ; @todo srj -- model missing
 703        ;Model              = NVMIG_D1B
 704        Model               = NVMIGN_D
 705        ;HideSubObject is needed cause there're inherited from default condition state      
 706        HideSubObject       = None 
 707        ShowSubObject       = None
 708        ParticleSysBone     = Engine01 JetExhaust
 709        ParticleSysBone     = Engine02 JetExhaust
 710        ParticleSysBone     = Wingtip01 JetContrail
 711        ParticleSysBone     = Wingtip02 JetContrail
 712      End
 713  
 714    End
 715  
 716    ; ***DESIGN parameters ***
 717    DisplayName             = OBJECT:MIG
 718    EditorSorting           = VEHICLE
 719    Side                    = ChinaTankGeneral
 720    TransportSlotCount      = 0          ;how many "slots" we take in a transport (0 == not transportable)
 721    VisionRange             = 200.0 
 722    ShroudClearingRange     = 300.0
 723  
 724    Prerequisites
 725      Object                = Tank_ChinaAirfield
 726    End
 727  
 728    WeaponSet
 729      Conditions        = None 
 730      Weapon            = PRIMARY     MIG1.44Weapon
 731  ;    AutoChooseSources = PRIMARY     NONE
 732    End
 733  
 734  
 735    ArmorSet
 736      Conditions           = None
 737      Armor                = AirplaneArmor
 738      DamageFX             = None
 739    End
 740  
 741    BuildCost               = 1600
 742    BuildTime               = 12   
 743    ExperienceValue         = 50 50 100 150   ;Experience point value at each level
 744    ExperienceRequired      = 0 100 200 400  ;Experience points needed to gain each level
 745    IsTrainable = Yes             ;Can gain experience
 746    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
 747    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 748    CommandSet             = ChinaJetMIGCommandSet
 749  
 750    ; *** AUDIO Parameters ***
 751    VoiceSelect             = MigVoiceSelect
 752    VoiceMove               = MigVoiceMove
 753    VoiceAttack             = MigVoiceAttack
 754    VoiceAttackAir          = MigVoiceAttackAir
 755    VoiceGuard              = MigVoiceAirPatrol
 756    SoundAmbient            = MigAmbientLoop
 757    UnitSpecificSounds
 758      VoiceCreate           = MigVoiceCreate
 759      Afterburner           = RaptorAfterburner
 760      VoiceGarrison         = MigVoiceMove
 761    End
 762  
 763    ; *** ENGINEERING Parameters ***
 764    RadarPriority          = UNIT
 765    KindOf                 = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
 766    Body                   = ActiveBody ModuleTag_02
 767      MaxHealth            = 160.0
 768      InitialHealth        = 160.0
 769    End
 770  
 771    Behavior                          = JetSlowDeathBehavior ModuleTag_03
 772      FXOnGroundDeath                 = FX_JetOnGroundDeath
 773      OCLOnGroundDeath                = OCL_MIGDeathFinalBlowUp
 774      DestructionDelay                = 99999999  ; destruction will happen when we
 775      RollRate                        = 0.2
 776      RollRateDelta                   = 100%      ;each frame, rollrate = rollrate * rollrateDelta
 777      PitchRate                       = 0.0
 778      FallHowFast                     = 110.0%    ;Bigger is faster (can be over 100%,it's a fraction of gravity)
 779      FXInitialDeath                  = FX_MigDeathInitial
 780      OCLInitialDeath                 = OCL_MIGDeathInitial
 781      DelaySecondaryFromInitialDeath  = 500       ; in milliseconds
 782      FXSecondary                     = FX_JetDeathSecondary
 783      OCLSecondary                    = OCL_MIGDeathSecondary
 784      FXHitGround                     = FX_JetDeathHitGround
 785      OCLHitGround                    = OCL_MIGDeathHitGround
 786      DelayFinalBlowUpFromHitGround   = 200       ; in milliseconds
 787      FXFinalBlowUp                   = FX_JetDeathFinalBlowUp
 788      OCLFinalBlowUp                  = OCL_MIGDeathFinalBlowUp
 789    End
 790  
 791    Behavior = WeaponSetUpgrade ModuleTag_04
 792      TriggeredBy = Upgrade_ChinaBlackNapalm
 793    End
 794  
 795    Behavior = PhysicsBehavior ModuleTag_05
 796      Mass = 500.0
 797    End
 798  
 799    Behavior = JetAIUpdate ModuleTag_06
 800      OutOfAmmoDamagePerSecond  = 10%     ; amount of damage to take per SEC (not per frame) when out of ammo
 801                                          ; note that it's expressed as a percent of max health, not an absolute
 802      TakeoffDistForMaxLift     = 0%   ; larger numbers give more lift sooner when taking off
 803      TakeoffPause              = 500
 804      MinHeight                 = 5
 805      ReturnToBaseIdleTime      = 10000         ; if idle for this long, return to base, even if not out of ammo
 806    End
 807  
 808    Locomotor = SET_NORMAL MIGLocomotor
 809    Locomotor = SET_TAXIING BasicJetTaxiLocomotor
 810  
 811  
 812    Behavior = FlammableUpdate ModuleTag_08
 813      AflameDuration = 5000        ; If I catch fire, I'll burn for this long...
 814      AflameDamageAmount = 3       ; taking this much damage...
 815      AflameDamageDelay = 500      ; this often.
 816    End
 817  
 818    Behavior                       = TransitionDamageFX ModuleTag_09
 819      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
 820      ReallyDamagedFXList1         = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
 821    End
 822  
 823    Behavior        = MaxHealthUpgrade ModuleTag_10
 824      TriggeredBy   = Upgrade_ChinaAircraftArmor
 825      AddMaxHealth  = 40.0
 826      ChangeType    = ADD_CURRENT_HEALTH_TOO   ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
 827    End
 828  
 829  
 830  
 831    Geometry                 = Box
 832    GeometryIsSmall          = Yes
 833    GeometryMajorRadius      = 14.0
 834    GeometryMinorRadius      = 7.0
 835    GeometryHeight           = 5.0
 836    Shadow                   = SHADOW_VOLUME
 837    
 838    Shadow = SHADOW_VOLUME
 839    ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length
 840  
 841  End
 842  
 843  
 844  
 845  
 846  ;------------------------------------------------------------------------------
 847  Object Tank_ChinaJetCargoPlane
 848  
 849    ; *** ART Parameters ***
 850    Draw = W3DModelDraw ModuleTag_01
 851      DefaultConditionState
 852        Model           = NVCargoPln
 853        Animation       = NVCargoPln.NVCargoPln
 854        AnimationMode   = LOOP
 855        ParticleSysBone = Propeller01 JetBlackTrailThin
 856        ParticleSysBone = Propeller02 JetBlackTrailThin
 857        ParticleSysBone = Propeller03 JetBlackTrailThin
 858        ParticleSysBone = Propeller04 JetBlackTrailThin
 859        ParticleSysBone = WingTip01 JetContrailThin
 860        ParticleSysBone = WingTip02 JetContrailThin
 861      End
 862      ConditionState = DAMAGED
 863        Model           = NVCargoPln_D
 864        Animation       = NVCargoPln_D.NVCargoPln_D
 865        AnimationMode   = MANUAL
 866        Flags           = START_FRAME_FIRST
 867        ParticleSysBone = Smoke01 JetFireLarge
 868        ParticleSysBone = Smoke03 JetFireLarge
 869        ParticleSysBone = Propeller01 JetBlackTrailThin
 870        ParticleSysBone = Propeller02 JetBlackTrailThin
 871        ParticleSysBone = Propeller03 JetBlackTrailThin
 872        ParticleSysBone = Propeller04 JetBlackTrailThin
 873        ParticleSysBone = Smoke01 JetSmokeLarge
 874        ParticleSysBone = Smoke03 JetSmokeLarge
 875        ParticleSysBone = WingTip01 JetContrailThin
 876        ParticleSysBone = WingTip02 JetContrailThin
 877      End
 878      ConditionState = REALLYDAMAGED
 879        Model           = NVCargoPln_D
 880        Animation       = NVCargoPln_D.NVCargoPln_D
 881        AnimationMode   = MANUAL
 882        Flags           = START_FRAME_FIRST
 883        ParticleSysBone = Smoke01 JetFireLarge
 884        ParticleSysBone = Smoke03 JetFireLarge
 885        ParticleSysBone = Smoke04 JetFireLarge
 886        ParticleSysBone = Propeller03 JetBlackTrailThin
 887        ParticleSysBone = Propeller04 JetBlackTrailThin
 888        ParticleSysBone = Smoke01 JetSmokeLarge
 889        ParticleSysBone = Smoke03 JetSmokeLarge
 890        ParticleSysBone = Smoke04 JetSmokeLarge
 891        ParticleSysBone = WingTip01 JetContrailThin
 892        ParticleSysBone = WingTip02 JetContrailThin
 893      End
 894      ConditionState = RUBBLE
 895        Model           = NVCargoPln_D1
 896        ParticleSysBone = Smoke01 JetFireLarge
 897        ParticleSysBone = Smoke06 JetFireLarge
 898        ParticleSysBone = Smoke03 JetFireLarge
 899        ParticleSysBone = Smoke04 JetFireLarge
 900        ParticleSysBone = Smoke01 JetSmokeLarge
 901        ParticleSysBone = Smoke06 JetSmokeLarge
 902        ParticleSysBone = Smoke03 JetSmokeLarge
 903        ParticleSysBone = Smoke04 JetSmokeLarge
 904      End
 905      
 906      OkToChangeModelColor = Yes
 907        ParticlesAttachedToAnimatedBones = Yes 
 908  
 909    End
 910  
 911    Draw = W3DModelDraw ModuleTag_02
 912      DefaultConditionState
 913        Model           = NVCargoPln_A2
 914        Animation       = NVCargoPln_A2.NVCargoPln_A2
 915        AnimationMode   = MANUAL
 916        Flags           = START_FRAME_FIRST
 917      End
 918      ConditionState = DOOR_1_OPENING
 919        Model           = NVCargoPln_A2
 920        Animation       = NVCargoPln_A2.NVCargoPln_A2
 921        AnimationMode   = ONCE
 922        Flags           = START_FRAME_FIRST
 923      End
 924      ConditionState = DOOR_1_CLOSING
 925        Model           = NVCargoPln_A2
 926        Animation       = NVCargoPln_A2.NVCargoPln_A2
 927        AnimationMode   = ONCE_BACKWARDS
 928        Flags           = START_FRAME_LAST
 929      End
 930    End
 931  
 932    
 933    ; ***DESIGN parameters ***
 934    DisplayName         = OBJECT:CargoPlane
 935    EditorSorting       = VEHICLE
 936    Side                = ChinaTankGeneral
 937    TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
 938    VisionRange         = 0.0 
 939    ArmorSet
 940      Conditions      = None
 941      Armor           = AirplaneArmor
 942      DamageFX        = None
 943    End
 944    CommandSet        = Command_ScriptedTransportDrops
 945  
 946    ; *** AUDIO Parameters ***
 947    SoundAmbient = C130AmbientLoop
 948    SoundAmbientRubble    = NoSound
 949  
 950    ; *** ENGINEERING Parameters ***
 951    RadarPriority = UNIT
 952    KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED
 953    Body = ActiveBody ModuleTag_03
 954      MaxHealth       = 1000.0
 955      InitialHealth   = 1000.0
 956    End
 957  
 958    ExperienceValue     = 40 40 40 40  ; Experience point value at each level
 959   
 960    Behavior = PhysicsBehavior ModuleTag_04
 961      Mass = 500.0
 962    End
 963  
 964    Behavior = DeliverPayloadAIUpdate ModuleTag_05
 965      DoorDelay = 500
 966      MaxAttempts = 4
 967      DropOffset = X:0 Y:0 Z:-10
 968      DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
 969      PutInContainer = AmericaParachute
 970      DeliveryDistance = 150
 971    End
 972    Locomotor = SET_NORMAL B52Locomotor
 973  
 974    Behavior = TransportContain ModuleTag_06
 975      Slots = 100                     ; hey, it's a BIG transport
 976      ScatterNearbyOnExit = No
 977      OrientLikeContainerOnExit = Yes
 978      KeepContainerVelocityOnExit = Yes
 979      ExitPitchRate = 30
 980      ExitBone = WeaponA01
 981      AllowInsideKindOf  = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE
 982      DoorOpenTime = 0                ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
 983      NumberOfExitPaths = 0
 984      DestroyRidersWhoAreNotFreeToExit = Yes  ; 'destroy' as opposed to 'kill'
 985    End
 986  
 987    ;SCRIPTED SUPPORT: These special powers are triggered directly 
 988    ;from the transport without creating a transport. This is done 
 989    ;via new code support and CreateLocation USE_OWNER_OBJECT -- 
 990    ;which also prevents creating the payload transport.
 991    Behavior    = OCLSpecialPower ModuleTag_07
 992      SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@
 993      OCL                  = SUPERWEAPON_DaisyCutter
 994      CreateLocation       = USE_OWNER_OBJECT
 995      ScriptedSpecialPowerOnly = Yes
 996    End
 997    Behavior    = OCLSpecialPower ModuleTag_08
 998      SpecialPowerTemplate = SuperweaponParadropAmerica
 999      UpgradeOCL           = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3
1000      UpgradeOCL           = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2
1001      OCL                  = SUPERWEAPON_Paradrop1
1002      CreateLocation       = USE_OWNER_OBJECT
1003      ScriptedSpecialPowerOnly = Yes
1004    End 
1005    Behavior    = OCLSpecialPower ModuleTag_09
1006      SpecialPowerTemplate = SuperweaponCarpetBomb
1007      OCL                  = SUPERWEAPON_CarpetBomb
1008      CreateLocation       = USE_OWNER_OBJECT
1009      ScriptedSpecialPowerOnly = Yes
1010    End 
1011    Behavior    = OCLSpecialPower ModuleTag_10
1012      SpecialPowerTemplate = SuperweaponClusterMines
1013      OCL                  = SUPERWEAPON_ClusterMines
1014      CreateLocation       = USE_OWNER_OBJECT
1015      ScriptedSpecialPowerOnly = Yes
1016    End 
1017    Behavior    = OCLSpecialPower ModuleTag_11
1018      SpecialPowerTemplate = SuperweaponEMPPulse
1019      OCL                  = SUPERWEAPON_EMPPulse
1020      CreateLocation       = USE_OWNER_OBJECT
1021      ScriptedSpecialPowerOnly = Yes
1022    End 
1023      
1024    Behavior                          = JetSlowDeathBehavior ModuleTag_12
1025      DestructionDelay                = 2000 
1026      RollRate                        = 0.0
1027      RollRateDelta                   = 100%      ;each frame, rollrate = rollrate * rollrateDelta
1028      PitchRate                       = 0
1029      FallHowFast                     = 25.0%    ;Bigger is faster (can be over 100%,it's a fraction of gravity)
1030      FXInitialDeath                  = FX_JetBigDeathInitial
1031      OCLInitialDeath                 = OCL_AmericaJetCargoDeathStart
1032      DelaySecondaryFromInitialDeath  = 2000       ; in milliseconds     This guy won't hit the ground, so this time equals the above time
1033      OCLSecondary                    = OCL_AmericaJetCargoHulkDeath
1034      FXSecondary                     = FX_BigPlaneDeath
1035    End
1036  
1037  ;;;;;;;;  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_13
1038  ;;;;;;;;  End
1039  
1040    Behavior = TransitionDamageFX ModuleTag_14
1041      DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
1042      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
1043    End
1044  
1045    Geometry = Box
1046    GeometryIsSmall = No
1047    GeometryMajorRadius = 40.0
1048    GeometryMinorRadius = 10.0
1049    GeometryHeight = 10.0
1050    Shadow = SHADOW_VOLUME
1051    ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length
1052  
1053  End
1054  
1055  
1056  
1057  
1058  
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1112  
1113  
1114  
1115  
1116  
1117  
1118  ;------------------------------------------------------------------------------
1119  Object Tank_ChinaInfantryRedguard
1120  
1121    ; *** ART Parameters ***
1122    SelectPortrait         = SNRedGuard_L  
1123    ButtonImage            = SNRedGuard_L
1124    
1125    UpgradeCameo1 = Upgrade_Nationalism
1126    UpgradeCameo2 = Upgrade_InfantryCaptureBuilding
1127    ;UpgradeCameo3 = NONE
1128    ;UpgradeCameo4 = NONE
1129    ;UpgradeCameo5 = NONE
1130  
1131    Draw = W3DModelDraw ModuleTag_01
1132  
1133      OkToChangeModelColor = Yes
1134  
1135      ; this says "we don't use these condition states at all, so completely
1136      ; ignore them for purposes of matchmaking"... this is useful to help
1137      ; reduce the number of AliasConditionState clauses you must add in
1138      ; order to avoid ambiguity in some cases.
1139      IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A
1140  
1141      ; ------- Standing-Around Animations
1142   
1143      DefaultConditionState
1144        Model               = NICNSC_SKN
1145        IdleAnimation       = NICNSC_SKL.NICNSC_STA 0 35
1146        IdleAnimation       = NICNSC_SKL.NICNSC_IDA
1147        IdleAnimation       = NICNSC_SKL.NICNSC_IDB
1148        AnimationMode       = ONCE
1149        WeaponFireFXBone    = PRIMARY Muzzle
1150        WeaponMuzzleFlash   = PRIMARY MuzzleFX
1151        TransitionKey       = TRANS_Stand
1152      End
1153  
1154      ConditionState        = REALLYDAMAGED
1155        IdleAnimation       = NICNSC_SKL.NICNSC_STB
1156        AnimationMode       = ONCE
1157        TransitionKey       = TRANS_StandDamaged
1158      End
1159  
1160      ; ------- Machine Gun Animations
1161  
1162      ConditionState      = USING_WEAPON_A 
1163        Animation         = NICNSC_SKL.NICNSC_ATA
1164        AnimationMode     = LOOP
1165        TransitionKey     = TRANS_Firing
1166      End
1167  
1168      ConditionState      = USING_WEAPON_A REALLYDAMAGED
1169        Animation         = NICNSC_SKL.NICNSC_ATC
1170        AnimationMode     = LOOP
1171        TransitionKey     = TRANS_FiringDamaged
1172      End
1173  
1174  
1175      ; ------- Firing-related Transitions
1176  
1177      TransitionState   = TRANS_Firing TRANS_FiringDamaged
1178        Animation       = NICNSC_SKL.NICNSC_AA2AC
1179        AnimationMode   = ONCE
1180      End
1181  
1182      TransitionState   = TRANS_Stand TRANS_Firing
1183        Animation       = NICNSC_SKL.NICNSC_SA2AA
1184        AnimationMode   = ONCE
1185      End
1186  
1187      TransitionState   = TRANS_Firing TRANS_Stand
1188        Animation       = NICNSC_SKL.NICNSC_AA2SA
1189        AnimationMode   = ONCE
1190      End
1191  
1192      TransitionState   = TRANS_StandDamaged TRANS_FiringDamaged
1193        Animation       = NICNSC_SKL.NICNSC_ATCST
1194        AnimationMode   = ONCE
1195      End
1196  
1197      TransitionState   = TRANS_FiringDamaged TRANS_StandDamaged
1198        Animation       = NICNSC_SKL.NICNSC_ATCED
1199        AnimationMode   = ONCE
1200      End
1201  
1202  
1203      ; ------------- Damage Transitions --------------------
1204      TransitionState = TRANS_StandDamaged TRANS_RunDamaged
1205        Animation       = NICNSC_SKL.NICNSC_AA2AC
1206        AnimationMode   = ONCE
1207        AnimationSpeedFactorRange = 2 2
1208      End
1209      TransitionState = TRANS_RunDamaged TRANS_StandDamaged 
1210        Animation       = NICNSC_SKL.NICNSC_AA2AC
1211        AnimationMode   = ONCE_BACKWARDS
1212        AnimationSpeedFactorRange = 2 2
1213        Flags           = START_FRAME_LAST
1214      End
1215      TransitionState = TRANS_Stand TRANS_StandDamaged 
1216        Animation       = NICNSC_SKL.NICNSC_AA2SA
1217        AnimationMode   = ONCE_BACKWARDS
1218        AnimationSpeedFactorRange = 4 5
1219        Flags           = START_FRAME_LAST
1220      End
1221  
1222  
1223  
1224  
1225      ; ------- Bayonet Animations
1226  
1227      ConditionState    = PREATTACK_C 
1228        Animation       = NICNSC_SKL.NICNSC_ATB1
1229        AnimationMode   = ONCE
1230        TransitionKey   = TRANS_Stab
1231      End
1232      AliasConditionState = PREATTACK_C MOVING
1233      AliasConditionState = PREATTACK_C FIRING_C
1234      AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_C
1235  
1236      ConditionState      = FIRING_C
1237        Animation         = NICNSC_SKL.NICNSC_ATB2
1238        AnimationMode     = ONCE
1239        ; this is basically a trick: this guy has a nontrivial animation for firing,
1240        ; and a long recycle time between shots. we want him to finish his fire animation
1241        ; (unless he's ordered to do something else), so this is just a handy trick that
1242        ; says, "if the previous state had this transition key, allow it to finish before
1243        ; switching to us, if possible".
1244        WaitForStateToFinishIfPossible = TRANS_Stab
1245      End
1246      AliasConditionState = BETWEEN_FIRING_SHOTS_C
1247      AliasConditionState = RELOADING_C
1248  
1249      ; ------- Parachuting Animations
1250  
1251      ConditionState    = FREEFALL
1252        Animation       = NICNSC_SKL.NICNSC_POP
1253        AnimationMode   = MANUAL
1254        Flags           = START_FRAME_FIRST
1255        TransitionKey   = TRANS_Falling
1256      End
1257      AliasConditionState = FREEFALL REALLYDAMAGED
1258      AliasConditionState = FREEFALL DYING
1259  
1260      ConditionState    = PARACHUTING
1261        Animation       = NICNSC_SKL.NICNSC_PHG
1262        AnimationMode   = LOOP
1263        Flags           = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
1264        TransitionKey   = TRANS_Chute
1265      End
1266      AliasConditionState = PARACHUTING REALLYDAMAGED
1267      AliasConditionState = PARACHUTING DYING
1268  
1269      TransitionState   = TRANS_Falling TRANS_Chute
1270        Animation       = NICNSC_SKL.NICNSC_POP
1271        AnimationMode   = ONCE
1272        Flags           = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
1273      End
1274  
1275      TransitionState   = TRANS_Chute TRANS_Stand
1276        Animation       = NICNSC_SKL.NICNSC_PTD
1277        AnimationMode   = ONCE
1278      End
1279  
1280      ; ------- Movement Animations
1281  
1282      ConditionState      = MOVING
1283        Animation         = NICNSC_SKL.NICNSC_RNA 26
1284        AnimationMode     = LOOP
1285        Flags             = RANDOMSTART
1286        TransitionKey     = None
1287        ParticleSysBone   = None InfantryDustTrails
1288      End
1289      AliasConditionState = MOVING ATTACKING
1290  
1291      ConditionState = MOVING REALLYDAMAGED
1292        Animation         = NICNSC_SKL.NICNSC_RNB 28
1293        AnimationMode     = LOOP
1294        Flags             = RANDOMSTART
1295        TransitionKey     = TRANS_RunDamaged
1296        TransitionKey     = None
1297      End
1298      AliasConditionState = MOVING ATTACKING REALLYDAMAGED
1299  
1300      ; ------- Bldg-capture
1301  
1302      ConditionState      = UNPACKING
1303        Model             = NICNSC_F_SKN
1304        Animation         = NICNSC_F_SKL.NICNSC_F_FDP1
1305        AnimationMode     = ONCE
1306      End
1307      AliasConditionState = UNPACKING REALLYDAMAGED
1308  
1309      ConditionState      = RAISING_FLAG
1310        Model             = NICNSC_F_SKN
1311        Animation         = NICNSC_F_SKL.NICNSC_F_FDP2
1312        AnimationMode     = ONCE
1313        TransitionKey     = TRANS_Raising
1314      End
1315      AliasConditionState = RAISING_FLAG REALLYDAMAGED
1316  
1317      ConditionState      = PACKING
1318        Model             = NICNSC_F_SKN
1319        Animation         = NICNSC_F_SKL.NICNSC_F_FDP1
1320        AnimationMode     = ONCE_BACKWARDS
1321        Flags             = START_FRAME_LAST
1322        TransitionKey     = TRANS_Packing
1323      End
1324      AliasConditionState = PACKING REALLYDAMAGED
1325  
1326      TransitionState     = TRANS_Raising TRANS_Packing
1327        Model             = NICNSC_F_SKN
1328        Animation         = NICNSC_F_SKL.NICNSC_F_FDP2
1329        AnimationMode     = ONCE_BACKWARDS
1330        Flags             = START_FRAME_LAST
1331      End
1332  
1333      ; ------- Dying Animations
1334  
1335      ConditionState      = DYING
1336        Animation         = NICNSC_SKL.NICNSC_DTA
1337        Animation         = NICNSC_SKL.NICNSC_DTB
1338        AnimationMode     = ONCE
1339        TransitionKey     = TRANS_Dying
1340      End
1341  
1342      TransitionState     = TRANS_Dying TRANS_Flailing
1343        Animation         = NICNSC_SKL.NICNSC_ATDE1
1344        AnimationMode     = ONCE
1345      End
1346  
1347      ConditionState      = DYING EXPLODED_FLAILING
1348        Animation         = NICNSC_SKL.NICNSC_ATDE2
1349        AnimationMode     = LOOP
1350        TransitionKey     = TRANS_Flailing
1351      End
1352  
1353      ConditionState      = DYING EXPLODED_BOUNCING
1354        Animation         = NICNSC_SKL.NICNSC_ATDE3
1355        AnimationMode     = ONCE
1356        TransitionKey     = None
1357      End
1358  
1359      ; ------- Misc Animations
1360  
1361      ConditionState      = SPECIAL_CHEERING
1362        Animation         = NICNSC_SKL.NICNSC_CHA
1363        AnimationMode     = LOOP
1364      End
1365  
1366    End
1367  
1368    ; ***DESIGN parameters ***
1369    DisplayName         = OBJECT:Redguard
1370    Side                = ChinaTankGeneral
1371    EditorSorting       = INFANTRY
1372    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
1373    WeaponSet
1374      Conditions = None 
1375      Weapon = PRIMARY RedguardMachineGun
1376    End
1377    ArmorSet
1378      Conditions      = None
1379      Armor           = HumanArmor
1380      DamageFX        = InfantryDamageFX
1381    End
1382    VisionRange = 100
1383    ShroudClearingRange = 200
1384    Prerequisites
1385      Object = Tank_ChinaBarracks
1386    End
1387    BuildCost     = 375
1388    BuildTime     = 12.0          ;in seconds      
1389  
1390    ExperienceValue = 5 5 10 20   ;Experience point value at each level
1391    ExperienceRequired = 0 20 40 80  ;Experience points needed to gain each level
1392    IsTrainable = Yes             ;Can gain experience
1393    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1394    CommandSet    = ChinaInfantryRedguardCommandSet
1395  
1396    ; *** AUDIO Parameters ***
1397    VoiceSelect = RedGuardVoiceSelect
1398    VoiceMove = RedGuardVoiceMove
1399    VoiceGuard = RedGuardVoiceMove
1400    VoiceAttack = RedGuardVoiceAttack
1401    VoiceGroupSelect = BattleCrySound
1402    VoiceFear = RedGuardVoiceFear
1403    VoiceTaskComplete = RedGuardVoiceCaptureComplete
1404    UnitSpecificSounds
1405      VoiceMelee      = RedGuardVoiceAttackBayonet
1406      VoiceGarrison   = RedGuardVoiceGarrison
1407      VoiceCreate     = RedGuardVoiceCreate
1408      VoiceSubdue     = RedGuardVoiceSubdue
1409      VoiceEnter      = RedGuardVoiceMove
1410      VoiceEnterHostile = RedGuardVoiceMove
1411      VoiceGetHealed      = RedGuardVoiceMove
1412    End
1413  
1414    ; *** ENGINEERING Parameters ***
1415    RadarPriority = UNIT
1416    KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE
1417  
1418    Body = ActiveBody ModuleTag_02
1419      MaxHealth       = 120.0
1420      InitialHealth   = 120.0
1421    End
1422  
1423    Behavior = VeterancyGainCreate ModuleTag_03
1424      StartingLevel = VETERAN
1425      ScienceRequired = SCIENCE_RedGuardTraining
1426    End
1427  
1428    Behavior = AIUpdateInterface ModuleTag_04
1429      AutoAcquireEnemiesWhenIdle = Yes
1430    End
1431  
1432    Behavior = CommandButtonHuntUpdate  ModuleTag_05 ; allows use of command button hunt script with this unit. 
1433    End
1434  
1435    Locomotor = SET_NORMAL RedguardLocomotor
1436  
1437    Behavior = HordeUpdate ModuleTag_06
1438      RubOffRadius = 60    ; if I am this close to a real hordesman, I will get to be an honorary hordesman
1439      UpdateRate = 1000    ; how often to recheck horde status (msec)
1440      Radius = 30          ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
1441      KindOf = INFANTRY    ; what KindOf's must match to count towards horde-ness
1442      AlliesOnly = Yes     ; do we only count allies towards horde status? 
1443      ExactMatch = No      ; do we only count units of our exact same type towards horde status? (overrides kindof)
1444      Count = 5            ; how many units must be within Radius to grant us horde-ness
1445      Action = HORDE       ; when horde-ing, grant us the HORDE bonus
1446    End
1447    Behavior = PhysicsBehavior ModuleTag_07
1448      Mass = 5.0
1449    End
1450  
1451    Behavior = SquishCollide ModuleTag_10
1452      ;nothing
1453    End
1454  
1455  ; --- begin Death modules ---
1456    Behavior = SlowDeathBehavior ModuleTag_Death01
1457      DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
1458      SinkDelay           = 3000
1459      SinkRate            = 0.5     ; in Dist/Sec
1460      DestructionDelay    = 8000
1461      FX                  = INITIAL FX_RedGuardDie
1462    End
1463    Behavior = SlowDeathBehavior ModuleTag_Death02
1464      DeathTypes          = NONE +CRUSHED +SPLATTED
1465      SinkDelay           = 3000
1466      SinkRate            = 0.5     ; in Dist/Sec
1467      DestructionDelay    = 8000
1468      FX                  = INITIAL FX_GIDieCrushed
1469    End
1470    Behavior = SlowDeathBehavior ModuleTag_Death03
1471      DeathTypes          = NONE +EXPLODED
1472      SinkDelay           = 3000
1473      SinkRate            = 0.5     ; in Dist/Sec
1474      DestructionDelay    = 8000
1475      FX                  = INITIAL FX_RedGuardDie
1476      FlingForce          = 8
1477      FlingForceVariance  = 3
1478      FlingPitch          = 60
1479      FlingPitchVariance  = 10
1480    End
1481    Behavior = SlowDeathBehavior ModuleTag_Death04
1482      DeathTypes          = NONE +BURNED
1483      DestructionDelay    = 0
1484      FX                  = INITIAL FX_DieByFireChina
1485      OCL                 = INITIAL OCL_FlamingInfantry
1486    End
1487    Behavior = SlowDeathBehavior ModuleTag_Death05
1488      DeathTypes          = NONE +POISONED
1489      DestructionDelay    = 0
1490      FX                  = INITIAL FX_DieByToxinChina
1491      OCL                 = INITIAL OCL_ToxicInfantry
1492    End
1493    Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
1494      DeathTypes          = NONE +POISONED_BETA
1495      DestructionDelay    = 0
1496      FX                  = INITIAL FX_DieByToxinChina
1497      OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
1498    End
1499    Behavior = SlowDeathBehavior ModuleTag_Death07
1500      DeathTypes          = NONE +POISONED_GAMMA
1501      DestructionDelay    = 0
1502      FX                  = INITIAL FX_DieByToxinGLA
1503      OCL                 = INITIAL OCL_ToxicInfantryGamma
1504    End
1505  ; --- end Death modules ---
1506  
1507    Behavior = PoisonedBehavior ModuleTag_15
1508      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
1509      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
1510    End
1511  
1512    Behavior = SpecialAbility ModuleTag_16
1513      SpecialPowerTemplate      = SpecialAbilityRedGuardCaptureBuilding
1514      UpdateModuleStartsAttack  = Yes
1515      StartsPaused              = Yes
1516      InitiateSound         = RedGuardVoiceCapture
1517    End
1518    Behavior = SpecialAbilityUpdate ModuleTag_17
1519      SpecialPowerTemplate  = SpecialAbilityRedGuardCaptureBuilding
1520      StartAbilityRange  = 5.0
1521      UnpackTime            = 3000  ; (changing this will scale anim speed)
1522      PreparationTime       = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
1523      PackTime              = 2000  ; (changing this will scale anim speed)
1524      DoCaptureFX           = Yes
1525      AwardXPForTriggering  = 4
1526      ;SkillPointsForTriggering = ???  -- Dustin, fill me out if you want different balance values.
1527    End
1528  
1529    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18
1530      SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding
1531      TriggeredBy = Upgrade_InfantryCaptureBuilding
1532    End
1533  
1534    Geometry = CYLINDER
1535    GeometryMajorRadius = 7.0
1536    GeometryMinorRadius = 7.0
1537    GeometryHeight = 12.0
1538    GeometryIsSmall = Yes
1539    Shadow = SHADOW_DECAL
1540    ShadowSizeX = 14;
1541    ShadowSizeY = 14;
1542    ShadowTexture = ShadowI;
1543    BuildCompletion = APPEARS_AT_RALLY_POINT
1544  
1545  End
1546  
1547  
1548  
1549  
1550  ;------------------------------------------------------------------------------
1551  Object Tank_ChinaInfantryBlackLotus
1552  
1553    ; *** ART Parameters ***
1554    SelectPortrait         = SNSprLotus_L
1555    ButtonImage            = SNSprLotus
1556    
1557    ;UpgradeCameo1 = NONE
1558    ;UpgradeCameo2 = NONE
1559    ;UpgradeCameo3 = NONE
1560    ;UpgradeCameo4 = NONE
1561    ;UpgradeCameo5 = NONE
1562    
1563    Draw = W3DModelDraw ModuleTag_01
1564  
1565      OkToChangeModelColor = Yes
1566      
1567      ; --- idle
1568      DefaultConditionState
1569        Model             = NIHERO_SKN
1570        IdleAnimation     = NIHERO_SKL.NIHERO_STA 0 17
1571        IdleAnimation     = NIHERO_SKL.NIHero_IDA
1572        IdleAnimation     = NIHERO_SKL.NIHero_IDB
1573        AnimationMode     = ONCE
1574        TransitionKey     = TRANS_Stand
1575      End
1576  
1577      ConditionState      = REALLYDAMAGED
1578        IdleAnimation     = NIHERO_SKL.NIHERO_ISTA 0 30
1579        IdleAnimation     = NIHERO_SKL.NIHero_IIDA
1580        AnimationMode     = ONCE
1581        TransitionKey     = TRANS_StandInjured
1582      End
1583  
1584      TransitionState     = TRANS_Stand TRANS_StandInjured
1585        Animation         = NIHero_SKL.NIHero_ISTAHIT
1586        AnimationMode     = ONCE
1587      End
1588  
1589      ; --- moving
1590      ConditionState      = MOVING
1591        Animation         = NIHero_SKL.NIHero_RNA
1592        AnimationMode     = LOOP
1593        Flags             = RANDOMSTART
1594        TransitionKey     = None
1595        ParticleSysBone   = None InfantryDustTrails
1596      End
1597      AliasConditionState = MOVING UNPACKING
1598  
1599      ConditionState      = MOVING REALLYDAMAGED
1600        Animation         = NIHero_SKL.NIHero_IRNA
1601        AnimationMode     = LOOP
1602        Flags             = RANDOMSTART
1603        TransitionKey     = None
1604        ParticleSysBone   = None InfantryDustTrails
1605      End
1606      AliasConditionState = MOVING UNPACKING REALLYDAMAGED
1607  
1608      ; --- packing states
1609      ConditionState      = UNPACKING
1610        ;Preparing to attack (unpacking gear)
1611        Animation         = NIHero_SKL.NIHero_ATA1
1612        AnimationMode     = ONCE
1613      End
1614      AliasConditionState = UNPACKING FIRING_A
1615  
1616      ConditionState      = FIRING_A
1617        ;Processing attack (hacking)
1618        Animation         = NIHero_SKL.NIHero_ATA2
1619        AnimationMode     = LOOP
1620        TransitionKey     = TRANS_FiringA
1621      End
1622  
1623      ConditionState      = PACKING
1624        ;Completing attack (packing gear)
1625        Animation         = NIHero_SKL.NIHero_ATA3
1626        AnimationMode     = ONCE
1627      End
1628      AliasConditionState = FIRING_A PACKING 
1629  
1630      TransitionState     = TRANS_FiringA TRANS_FiringAInjured
1631        Animation         = NIHero_SKL.NIHero_IATAHIT
1632        AnimationMode     = ONCE
1633      End
1634  
1635      ; --- injured-packing states
1636      ConditionState      = UNPACKING REALLYDAMAGED
1637        ;Preparing to attack (unpacking gear)
1638        Animation         = NIHero_SKL.NIHero_IATA1
1639        AnimationMode     = ONCE
1640      End
1641      AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED
1642  
1643      ConditionState      = FIRING_A REALLYDAMAGED
1644        ;Processing attack (hacking)
1645        Animation         = NIHero_SKL.NIHero_IATA2
1646        AnimationMode     = LOOP
1647        TransitionKey     = TRANS_FiringAInjured
1648      End
1649  
1650      ConditionState      = PACKING REALLYDAMAGED
1651        ;Completing attack (packing gear)
1652        Animation         = NIHero_SKL.NIHero_IATA3
1653        AnimationMode     = ONCE
1654      End
1655      AliasConditionState = FIRING_A PACKING REALLYDAMAGED
1656  
1657      ; --- packing-dying states
1658  ; code doesn't really support this. Oh well.
1659  ;    ConditionState      = DYING RAISING_FLAG
1660  ;      Animation         = NIHero_SKL.NIHero_IDTA
1661  ;      Animation         = NIHero_SKL.NIHero_IDTB
1662  ;      AnimationMode     = ONCE
1663  ;    End
1664  ;    AliasConditionState = DYING RAISING_FLAG EXPLODED_FLAILING EXPLODED_BOUNCING
1665  
1666      ; --- normal-dying states
1667      ConditionState      = DYING
1668        Animation         = NIHero_SKL.NIHero_DTA
1669        Animation         = NIHero_SKL.NIHero_DTB
1670        AnimationMode     = ONCE
1671        TransitionKey     = TRANS_Dying
1672      End
1673  
1674      TransitionState     = TRANS_Dying TRANS_Flailing
1675        Animation         = NIHero_SKL.NIHero_ADTF1
1676        AnimationMode     = ONCE
1677      End
1678  
1679      ConditionState      = DYING EXPLODED_FLAILING
1680        Animation         = NIHero_SKL.NIHero_ADTF2
1681        AnimationMode     = LOOP
1682        TransitionKey     = TRANS_Flailing
1683      End
1684  
1685      ConditionState      = DYING EXPLODED_BOUNCING
1686        Animation         = NIHero_SKL.NIHero_ADTF3
1687        AnimationMode     = ONCE
1688        TransitionKey     = None
1689      End
1690  
1691      ; --- cheering states
1692      ConditionState      = SPECIAL_CHEERING
1693        Animation         = NIHERO_SKL.NIHERO_CHA
1694        AnimationMode     = ONCE
1695      End
1696  
1697      ConditionState      = SPECIAL_CHEERING REALLYDAMAGED
1698        Animation         = NIHERO_SKL.NIHERO_ICHA
1699        AnimationMode     = ONCE
1700      End
1701  
1702      ; --- falling states
1703      ConditionState      = FREEFALL
1704        Animation         = NIHero_SKL.NIHero_PFL
1705        AnimationMode     = LOOP
1706        TransitionKey     = TRANS_Falling
1707      End
1708      AliasConditionState = FREEFALL REALLYDAMAGED
1709      AliasConditionState = FREEFALL DYING
1710  
1711      ConditionState      = PARACHUTING
1712        Animation         = NIHero_SKL.NIHero_PHG
1713        AnimationMode     = LOOP
1714        TransitionKey     = TRANS_Chute
1715      End
1716      AliasConditionState = PARACHUTING REALLYDAMAGED
1717      AliasConditionState = PARACHUTING DYING
1718  
1719      TransitionState     = TRANS_Falling TRANS_Chute
1720        Animation         = NIHero_SKL.NIHero_POP
1721        AnimationMode     = ONCE
1722        Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
1723      End
1724  
1725      TransitionState     = TRANS_Chute TRANS_Stand
1726        Animation         = NIHero_SKL.NIHero_PTD
1727        AnimationMode     = ONCE
1728      End
1729  
1730      TransitionState     = TRANS_Chute TRANS_StandInjured
1731        Animation         = NIHero_SKL.NIHero_PTD
1732        AnimationMode     = ONCE
1733      End
1734  
1735    End
1736  
1737    ; ***DESIGN parameters ***
1738    DisplayName         = OBJECT:BlackLotus
1739    Side                = ChinaTankGeneral
1740    EditorSorting       = INFANTRY
1741    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
1742    WeaponSet
1743      Conditions        = None 
1744      Weapon            = PRIMARY None
1745    End
1746    ArmorSet
1747      Conditions      = None
1748      Armor           = HumanArmor
1749      DamageFX        = InfantryDamageFX
1750    End
1751    VisionRange         = 300
1752    ShroudClearingRange = 400
1753    Prerequisites
1754      Object = Tank_ChinaBarracks
1755      Object = Tank_ChinaPropagandaCenter
1756    End
1757    BuildCost             = 1875
1758    BuildTime             = 20.0          ;in seconds    
1759    MaxSimultaneousOfType = 1
1760    CommandSet            = Tank_ChinaInfantryBlackLotusCommandSet
1761  
1762    ExperienceValue       = 50 100 150 400    ;Experience point value at each level
1763    ExperienceRequired    = 0 150 450 900  ;Experience points needed to gain each level
1764    IsTrainable           = Yes             ;Can gain experience
1765    CrushableLevel        = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1766    CommandSet            = Tank_ChinaInfantryBlackLotusCommandSet
1767  
1768    ; *** AUDIO Parameters ***
1769    VoiceSelect = BlackLotusVoiceSelect
1770    VoiceMove = BlackLotusVoiceMove
1771    VoiceAttack = NoSound
1772    VoiceGuard = BlackLotusVoiceMove
1773    VoiceFear = BlackLotusVoiceFear
1774    VoiceTaskComplete = BlackLotusVoiceCaptureComplete
1775    SoundStealthOn = StealthOn
1776    SoundStealthOff = StealthOff
1777    
1778    UnitSpecificSounds
1779      VoiceCreate          = BlackLotusVoiceCreate
1780      VoiceGarrison = BlackLotusVoiceMove
1781      VoiceEnter = BlackLotusVoiceMove
1782      VoiceEnterHostile = BlackLotusVoiceMove
1783      VoiceStealCashComplete = BlackLotusVoiceCashComplete
1784      VoiceDisableVehicleComplete = BlackLotusVoiceDisableComplete
1785      VoiceCaptureBuildingComplete = BlackLotusVoiceCaptureComplete
1786      VoiceGetHealed      = BlackLotusVoiceMove
1787    End
1788  
1789    ; *** ENGINEERING Parameters ***
1790    RadarPriority = UNIT
1791    KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE HERO CANNOT_RETALIATE
1792  
1793    Body = ActiveBody ModuleTag_02
1794      MaxHealth       = 200.0
1795      InitialHealth   = 200.0
1796    End
1797  
1798    Behavior = CommandButtonHuntUpdate  ModuleTag_03 ; allows use of command button hunt script with this unit. 
1799    End
1800  
1801    Behavior = AIUpdateInterface ModuleTag_04
1802      AutoAcquireEnemiesWhenIdle = No
1803    End
1804    Locomotor = SET_NORMAL BlackLotusLocomotor
1805    Locomotor = SET_FREEFALL FreeFallLocomotor
1806    Behavior = PhysicsBehavior ModuleTag_05
1807      Mass = 5.0
1808    End
1809    Behavior = StealthUpdate ModuleTag_07
1810      StealthDelay                = 2500 ; msec
1811      StealthForbiddenConditions  = USING_ABILITY
1812      HintDetectableConditions    = USING_ABILITY
1813      InnateStealth               = Yes
1814      OrderIdleEnemiesToAttackMeUponReveal  = Yes
1815      EnemyDetectionEvaEvent      = EnemyBlackLotusDetected
1816      OwnDetectionEvaEvent        = OwnBlackLotusDetected
1817    End
1818  
1819    Behavior = StealthDetectorUpdate ModuleTag_44
1820      DetectionRate   = 500   ; how often to rescan for stealthed things in my sight (msec)
1821      ;DetectionRange = ??? ;Dustin, enable this for independant balancing!
1822      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
1823      CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
1824    End
1825  
1826    Behavior = SpecialAbility ModuleTag_08
1827      SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding
1828      UpdateModuleStartsAttack = Yes
1829      InitiateSound         = BlackLotusVoiceHackBuilding
1830    End
1831    Behavior = SpecialAbilityUpdate ModuleTag_09
1832      SpecialPowerTemplate  = SpecialAbilityBlackLotusCaptureBuilding
1833      StartAbilityRange     = 150.0
1834      UnpackTime            = 6730 ;animation time is 6730 (changing this will scale anim speed)
1835      PackTime              = 2800 ;animation time is 5800 (changing this will scale anim speed)
1836      PreparationTime       = 6000 ;time to complete hack once prepared (unpacked)
1837      SpecialObject         = BinaryDataStream
1838      DoCaptureFX           = Yes
1839      PackSound             = BlackLotusPack
1840      UnpackSound           = BlackLotusUnpack
1841      TriggerSound          = BlackLotusTrigger
1842      PrepSoundLoop         = BlackLotusPrepLoop
1843      AwardXPForTriggering  = 20
1844      ;SkillPointsForTriggering = ???  -- Dustin, fill me out if you want different balance values.
1845    End
1846    Behavior = SpecialAbility ModuleTag_10
1847      SpecialPowerTemplate      = SpecialAbilityBlackLotusDisableVehicleHack
1848      UpdateModuleStartsAttack  = Yes
1849      InitiateSound           = BlackLotusVoiceHackVehicle
1850    End
1851    Behavior = SpecialAbilityUpdate ModuleTag_11
1852      SpecialPowerTemplate    = SpecialAbilityBlackLotusDisableVehicleHack
1853      StartAbilityRange       = 150.0
1854      UnpackTime              = 2000 ;6730 ;animation time is 6730 (changing this will scale anim speed)
1855      PackTime                = 1000 ;2800 ;animation time is 5800 (changing this will scale anim speed)
1856      PreparationTime         = 2000 ;time to complete hack once prepared (unpacked)
1857      EffectDuration          = 15000 ;duration vehicle is disabled  (30 seconds)
1858      DisableFXParticleSystem = DisabledEffectBinaryShower0
1859      SpecialObject           = BinaryDataStream
1860      PackSound               = BlackLotusPack
1861      UnpackSound             = BlackLotusUnpack
1862      TriggerSound            = BlackLotusTrigger
1863      PrepSoundLoop           = BlackLotusPrepLoop
1864      AwardXPForTriggering    = 0
1865      ;SkillPointsForTriggering = ???  -- Dustin, fill me out if you want different balance values.
1866    End
1867    Behavior = SpecialAbility ModuleTag_12
1868      SpecialPowerTemplate      = SpecialAbilityBlackLotusStealCashHack
1869      UpdateModuleStartsAttack  = Yes
1870      InitiateSound         = BlackLotusVoiceHackCash
1871    End
1872    Behavior = SpecialAbilityUpdate ModuleTag_13
1873      SpecialPowerTemplate  = SpecialAbilityBlackLotusStealCashHack
1874      StartAbilityRange     = 150.0
1875      UnpackTime            = 6730 ;animation time is 6730 (changing this will scale anim speed)
1876      PackTime              = 5800 ;animation time is 5800 (changing this will scale anim speed)
1877      PreparationTime       = 6000 ;time to complete hack once prepared (unpacked)
1878      EffectValue           = 1000 ;amount of cash stolen
1879      SpecialObject         = BinaryDataStream
1880      PackSound             = BlackLotusPack
1881      UnpackSound           = BlackLotusUnpack
1882      TriggerSound          = BlackLotusTrigger
1883      PrepSoundLoop         = BlackLotusPrepLoop
1884      AwardXPForTriggering  = 20
1885      ;SkillPointsForTriggering = ???  -- Dustin, fill me out if you want different balance values.
1886    End
1887   
1888    ;Hero units can't be squished!
1889    ;Behavior = SquishCollide ModuleTag_14
1890    ;  ;nothing
1891    ;End
1892  
1893  
1894  ; --- begin Death modules ---
1895    Behavior = SlowDeathBehavior ModuleTag_Death01
1896      DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
1897      SinkDelay           = 3000
1898      SinkRate            = 0.5     ; in Dist/Sec
1899      DestructionDelay    = 8000
1900      FX                  = INITIAL FX_BlackLotusDie
1901    End
1902    Behavior = SlowDeathBehavior ModuleTag_Death02
1903      DeathTypes          = NONE +CRUSHED +SPLATTED
1904      SinkDelay           = 3000
1905      SinkRate            = 0.5     ; in Dist/Sec
1906      DestructionDelay    = 8000
1907      FX                  = INITIAL FX_GIDieCrushed
1908    End
1909    Behavior = SlowDeathBehavior ModuleTag_Death03
1910      DeathTypes          = NONE +EXPLODED
1911      SinkDelay           = 3000
1912      SinkRate            = 0.5     ; in Dist/Sec
1913      DestructionDelay    = 8000
1914      FX                  = INITIAL FX_BlackLotusDie
1915      FlingForce          = 8
1916      FlingForceVariance  = 3
1917      FlingPitch          = 60
1918      FlingPitchVariance  = 10
1919    End
1920    Behavior = SlowDeathBehavior ModuleTag_Death04
1921      DeathTypes          = NONE +BURNED
1922      DestructionDelay    = 0
1923      FX                  = INITIAL FX_DieByFireFemale
1924      OCL                 = INITIAL OCL_FlamingInfantry
1925    End
1926    Behavior = SlowDeathBehavior ModuleTag_Death05
1927      DeathTypes          = NONE +POISONED
1928      DestructionDelay    = 0
1929      FX                  = INITIAL FX_DieByToxinFemale
1930      OCL                 = INITIAL OCL_ToxicInfantry
1931    End
1932    Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
1933      DeathTypes          = NONE +POISONED_BETA
1934      DestructionDelay    = 0
1935      FX                  = INITIAL FX_DieByToxinFemale
1936      OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
1937    End
1938    Behavior = SlowDeathBehavior ModuleTag_Death07
1939      DeathTypes          = NONE +POISONED_GAMMA
1940      DestructionDelay    = 0
1941      FX                  = INITIAL FX_DieByToxinGLA
1942      OCL                 = INITIAL OCL_ToxicInfantryGamma
1943    End
1944  ; --- end Death modules ---
1945  
1946    Behavior = PoisonedBehavior ModuleTag_17
1947      PoisonDamageInterval  = 100  ; Every this many msec I will retake the poison damage dealt me...
1948      PoisonDuration        = 3000       ; ... for this long after last hit by poison damage
1949    End
1950   
1951    Geometry = CYLINDER
1952    GeometryMajorRadius = 10.0
1953    GeometryMinorRadius = 10.0
1954    GeometryHeight = 12.0
1955    GeometryIsSmall = Yes
1956    Shadow = SHADOW_DECAL
1957    ShadowSizeX = 14;
1958    ShadowSizeY = 14;
1959    ShadowTexture = ShadowI;
1960    BuildCompletion = APPEARS_AT_RALLY_POINT
1961  
1962  End
1963  
1964  ;------------------------------------------------------------------------------
1965  Object Tank_ChinaInfantryTankHunter
1966  
1967    ; *** ART Parameters ***
1968    SelectPortrait         = SNTankHunter_L
1969    ButtonImage            = SNTankHunter
1970    
1971    UpgradeCameo1 = Upgrade_Nationalism
1972    ;UpgradeCameo2 = NONE
1973    ;UpgradeCameo3 = NONE
1974    ;UpgradeCameo4 = NONE
1975    ;UpgradeCameo5 = NONE
1976  
1977    Draw = W3DModelDraw ModuleTag_01
1978      OkToChangeModelColor = Yes
1979    
1980    
1981      DefaultConditionState
1982        Model             = NIMSST_SKN
1983        IdleAnimation     = NIMSST_SKL.NIMSST_STA 0 30
1984        IdleAnimation     = NIMSST_SKL.NIMSST_IDA
1985        IdleAnimation     = NIMSST_SKL.NIMSST_IDB
1986        AnimationMode     = ONCE
1987        AnimationSpeedFactorRange = 0.8 1.2
1988        TransitionKey     = TRANS_Stand
1989        WeaponMuzzleFlash = PRIMARY MuzzleFX
1990        WeaponFireFXBone  = PRIMARY Muzzle
1991        WeaponLaunchBone  = PRIMARY Muzzle
1992        WeaponLaunchBone  = SECONDARY Muzzle
1993      End
1994      AliasConditionState = REALLYDAMAGED
1995  
1996      ConditionState      = FIRING_A 
1997        Animation         = NIMSST_SKL.NIMSST_ATA 
1998        AnimationMode     = ONCE
1999        TransitionKey     = TRANS_START_FIRING
2000      End
2001      AliasConditionState = REALLYDAMAGED FIRING_A
2002      
2003      ConditionState      = BETWEEN_FIRING_SHOTS_A
2004        Animation         = NIMSST_SKL.NIMSST_STA
2005        AnimationMode     = ONCE
2006        ; this is basically a trick: this guy has a nontrivial animation for firing,
2007        ; and a long recycle time between shots. we want him to finish his fire animation
2008        ; (unless he's ordered to do something else), so this is just a handy trick that
2009        ; says, "if the previous state had this transition key, allow it to finish before
2010        ; switching to us, if possible".
2011        WaitForStateToFinishIfPossible = TRANS_START_FIRING
2012      End
2013      AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A
2014  
2015      ConditionState      = MOVING
2016        Animation         = NIMSST_SKL.NIMSST_RNA 20
2017        AnimationMode     = LOOP
2018        Flags             = RANDOMSTART
2019        TransitionKey     = None
2020        ParticleSysBone   = None InfantryDustTrails
2021      End
2022      AliasConditionState = REALLYDAMAGED MOVING
2023      AliasConditionState = MOVING ATTACKING
2024      AliasConditionState = MOVING ATTACKING REALLYDAMAGED
2025  
2026      ConditionState      = RELOADING_A
2027        Animation         = NIMSST_SKL.NIMSST_ATA 10
2028        AnimationMode     = ONCE
2029        ;WeaponLaunchBone = PRIMARY WeaponA
2030      End
2031      AliasConditionState = MOVING RELOADING_A
2032      AliasConditionState = REALLYDAMAGED MOVING RELOADING_A
2033  
2034      ConditionState      = DYING
2035        Animation         = NIMSST_SKL.NIMSST_DTA
2036        Animation         = NIMSST_SKL.NIMSST_DTB
2037        AnimationSpeedFactorRange = 0.9 1.25
2038        AnimationMode     = ONCE
2039        TransitionKey     = TRANS_Dying
2040      End
2041      AliasConditionState = DYING RUBBLE
2042  
2043      TransitionState     = TRANS_Dying TRANS_Flailing
2044        Animation         = NIMSST_SKL.NIMSST_ADTD1
2045        AnimationMode     = ONCE
2046      End
2047  
2048      ConditionState      = DYING EXPLODED_FLAILING
2049        Animation         = NIMSST_SKL.NIMSST_ADTD2
2050        AnimationMode     = LOOP
2051        TransitionKey     = TRANS_Flailing
2052      End
2053  
2054      ConditionState      = DYING EXPLODED_BOUNCING
2055        Animation         = NIMSST_SKL.NIMSST_ADTD3
2056        AnimationMode     = ONCE
2057        TransitionKey     = None
2058      End
2059  
2060      ;PARACHUTING ANIMATIONS
2061      ConditionState      = FREEFALL
2062        Animation         = NIMSST_SKL.NIMSST_POP
2063        AnimationMode     = ONCE
2064        TransitionKey     = TRANS_Falling
2065      End
2066      AliasConditionState = FREEFALL REALLYDAMAGED
2067      AliasConditionState = FREEFALL DYING
2068      
2069      ConditionState      = PARACHUTING
2070        Animation         = NIMSST_SKL.NIMSST_PHG
2071        AnimationMode     = LOOP
2072        Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
2073        TransitionKey     = TRANS_Chute
2074      End
2075      AliasConditionState = PARACHUTING REALLYDAMAGED
2076      AliasConditionState = PARACHUTING DYING
2077      
2078     ; TransitionState     = TRANS_Falling TRANS_Chute
2079     ;   Animation         = NIMSST_SKL.NIMSST_POP
2080     ;   AnimationMode     = ONCE
2081     ;   Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
2082     ; End
2083      
2084      TransitionState     = TRANS_Chute TRANS_Stand
2085        Animation         = NIMSST_SKL.NIMSST_PDN
2086        AnimationMode     = ONCE
2087      End
2088  
2089    End
2090  
2091  
2092    ; ***DESIGN parameters ***
2093    DisplayName      = OBJECT:TankHunter
2094    Side = ChinaTankGeneral
2095    EditorSorting = INFANTRY
2096    TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)
2097    WeaponSet
2098      Conditions = None 
2099      Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher
2100    End
2101    ArmorSet
2102      Conditions      = None
2103      Armor           = HumanArmor
2104      DamageFX        = InfantryDamageFX
2105    End
2106    VisionRange = 150
2107    ShroudClearingRange = 400
2108    Prerequisites
2109      Object = Tank_ChinaBarracks
2110    End
2111    BuildCost = 375
2112    BuildTime = 7.0          ;in seconds    
2113  
2114    ExperienceValue = 20 20 40 60    ;Experience point value at each level
2115    ExperienceRequired = 0 100 200 400  ;Experience points needed to gain each level
2116    IsTrainable = Yes             ;Can gain experience
2117    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2118    CommandSet      = ChinaInfantryTankHunterCommandSet
2119  
2120    ; *** AUDIO Parameters ***
2121    VoiceSelect = TankHunterVoiceSelect
2122    VoiceMove = TankHunterVoiceMove
2123    VoiceAttack = TankHunterVoiceAttack
2124    VoiceAttackAir = TankHunterVoiceAttack
2125    VoiceGuard = TankHunterVoiceMove
2126    VoiceFear = TankHunterVoiceFear
2127    UnitSpecificSounds
2128      VoiceCreate          = TankHunterVoiceCreate
2129      VoiceGarrison = TankHunterVoiceGarrison
2130      VoiceEnter = TankHunterVoiceMove
2131      VoiceEnterHostile = TankHunterVoiceMove
2132      VoiceGetHealed      = TankHunterVoiceMove
2133    End
2134  
2135    ; *** ENGINEERING Parameters ***
2136    RadarPriority = UNIT
2137    KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE
2138  
2139    Body = ActiveBody ModuleTag_02
2140      MaxHealth       = 100.0
2141      InitialHealth   = 100.0
2142    End
2143  
2144    Behavior = AIUpdateInterface ModuleTag_03
2145      AutoAcquireEnemiesWhenIdle = Yes
2146    End
2147    Locomotor = SET_NORMAL MissileDefenderLocomotor
2148    Behavior = HordeUpdate ModuleTag_04
2149      UpdateRate = 1000    ; how often to recheck horde status (msec)
2150      RubOffRadius = 60    ; if I am this close to a real hordesman, I will get to be an honorary hordesman
2151      Radius = 30          ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
2152      KindOf = INFANTRY    ; what KindOf's must match to count towards horde-ness
2153      AlliesOnly = Yes     ; do we only count allies towards horde status? 
2154      ExactMatch = No      ; do we only count units of our exact same type towards horde status? (overrides kindof)
2155      Count = 5            ; how many units must be within Radius to grant us horde-ness
2156      Action = HORDE       ; when horde-ing, grant us the HORDE bonus
2157    End
2158    Behavior = PhysicsBehavior ModuleTag_05
2159      Mass = 5.0
2160    End
2161  
2162    Behavior = SpecialAbility ModuleTag_07
2163      SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack
2164      UpdateModuleStartsAttack = Yes
2165      InitiateSound = TankHunterVoiceTNT
2166    End
2167    Behavior = SpecialAbilityUpdate ModuleTag_08
2168      SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack
2169      StartAbilityRange = 5.0
2170      PreparationTime = 0
2171      SpecialObject = TNTStickyBomb
2172      MaxSpecialObjects = 8
2173      SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
2174      SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
2175      UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
2176      FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
2177    End
2178  
2179   
2180    Behavior = SquishCollide ModuleTag_09
2181      ;nothing
2182    End
2183  
2184  
2185  ; --- begin Death modules ---
2186    Behavior = SlowDeathBehavior ModuleTag_Death01
2187      DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
2188      SinkDelay           = 3000
2189      SinkRate            = 0.5     ; in Dist/Sec
2190      DestructionDelay    = 8000
2191      FX                  = INITIAL FX_TankHunterDie
2192    End
2193    Behavior = SlowDeathBehavior ModuleTag_Death02
2194      DeathTypes          = NONE +CRUSHED +SPLATTED
2195      SinkDelay           = 3000
2196      SinkRate            = 0.5     ; in Dist/Sec
2197      DestructionDelay    = 8000
2198      FX                  = INITIAL FX_GIDieCrushed
2199    End
2200    Behavior = SlowDeathBehavior ModuleTag_Death03
2201      DeathTypes          = NONE +EXPLODED
2202      SinkDelay           = 3000
2203      SinkRate            = 0.5     ; in Dist/Sec
2204      DestructionDelay    = 8000
2205      FX                  = INITIAL FX_TankHunterDie
2206      FlingForce          = 8
2207      FlingForceVariance  = 3
2208      FlingPitch          = 60
2209      FlingPitchVariance  = 10
2210    End
2211    Behavior = SlowDeathBehavior ModuleTag_Death04
2212      DeathTypes          = NONE +BURNED
2213      DestructionDelay    = 0
2214      FX                  = INITIAL FX_DieByFireChina
2215      OCL                 = INITIAL OCL_FlamingInfantry
2216    End
2217    Behavior = SlowDeathBehavior ModuleTag_Death05
2218      DeathTypes          = NONE +POISONED
2219      DestructionDelay    = 0
2220      FX                  = INITIAL FX_DieByToxinChina
2221      OCL                 = INITIAL OCL_ToxicInfantry
2222    End
2223    Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
2224      DeathTypes          = NONE +POISONED_BETA
2225      DestructionDelay    = 0
2226      FX                  = INITIAL FX_DieByToxinChina
2227      OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
2228    End
2229    Behavior = SlowDeathBehavior ModuleTag_Death07
2230      DeathTypes          = NONE +POISONED_GAMMA
2231      DestructionDelay    = 0
2232      FX                  = INITIAL FX_DieByToxinGLA
2233      OCL                 = INITIAL OCL_ToxicInfantryGamma
2234    End
2235  ; --- end Death modules ---
2236  
2237    Behavior = PoisonedBehavior ModuleTag_12
2238      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
2239      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
2240    End
2241   
2242    Geometry = CYLINDER
2243    GeometryMajorRadius = 10.0
2244    GeometryMinorRadius = 10.0
2245    GeometryHeight = 12.0
2246    GeometryIsSmall = Yes
2247    Shadow = SHADOW_DECAL
2248    ShadowSizeX = 14;
2249    ShadowSizeY = 14;
2250    ShadowTexture = ShadowI;
2251    BuildCompletion = APPEARS_AT_RALLY_POINT
2252  
2253  End
2254  
2255  
2256  
2257  ;------------------------------------------------------------------------------
2258  Object Tank_ChinaInfantryHacker
2259  
2260    ; *** ART Parameters ***
2261    SelectPortrait         = SNHacker2_L
2262    ButtonImage            = SNHacker2
2263    
2264    ;UpgradeCameo1 = NONE
2265    ;UpgradeCameo2 = NONE
2266    ;UpgradeCameo3 = NONE
2267    ;UpgradeCameo4 = NONE
2268    ;UpgradeCameo5 = NONE
2269  
2270    Draw = W3DModelDraw ModuleTag_01
2271      OkToChangeModelColor = Yes
2272  
2273      ;NORMAL STANDING
2274      DefaultConditionState
2275        Model = NIHCKR_SKN
2276        IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25
2277        ;Regular spice animations
2278        IdleAnimation = NIHCKR_SKL.NIHCKR_IDA
2279        IdleAnimation = NIHCKR_SKL.NIHCKR_IDB
2280        AnimationMode = ONCE
2281        WeaponFireFXBone = PRIMARY Bone_SatCom
2282        TransitionKey = TRANS_Stand
2283      End
2284      AliasConditionState = REALLYDAMAGED
2285  
2286      ConditionState = MOVING
2287        Animation = NIHCKR_SKL.NIHCKR_RNA 14
2288        AnimationMode = LOOP
2289        Flags = RANDOMSTART
2290        TransitionKey = None
2291        ParticleSysBone   = None InfantryDustTrails
2292      End
2293      AliasConditionState = MOVING UNPACKING
2294      AliasConditionState = MOVING UNPACKING REALLYDAMAGED
2295  
2296      ConditionState = UNPACKING
2297        Animation = NIHCKR_SKL.NIHCKR_ATB1
2298        AnimationMode = ONCE
2299      End
2300      AliasConditionState = UNPACKING FIRING_A
2301      AliasConditionState = UNPACKING REALLYDAMAGED
2302      AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED
2303  
2304      ;HACKING ATTACK
2305      ConditionState = FIRING_A
2306        Animation = NIHCKR_SKL.NIHCKR_ATB2
2307        AnimationMode = LOOP
2308        TransitionKey = TRANS_FiringA
2309      End
2310      AliasConditionState = FIRING_A REALLYDAMAGED
2311  
2312      ConditionState = PACKING
2313        Animation = NIHCKR_SKL.NIHCKR_ATB3
2314        AnimationMode = ONCE
2315      End
2316      AliasConditionState = PACKING FIRING_A
2317      AliasConditionState = PACKING REALLYDAMAGED
2318      AliasConditionState = PACKING FIRING_A REALLYDAMAGED
2319  
2320  
2321  
2322      TransitionState = TRANS_FiringA TRANS_Stand ; I was stopped by a stop command, so I get no proper PACKING state
2323        Animation = NIHCKR_SKL.NIHCKR_ATB3
2324        AnimationMode = ONCE
2325      End
2326  
2327  
2328      ConditionState = FREEFALL
2329        Animation = NIHCKR_SKL.NIHCKR_PFL
2330        AnimationMode = LOOP
2331        TransitionKey = TRANS_Falling
2332      End
2333      AliasConditionState = FREEFALL REALLYDAMAGED
2334      AliasConditionState = FREEFALL DYING
2335  
2336      ConditionState = PARACHUTING
2337        Animation = NIHCKR_SKL.NIHCKR_PHG
2338        AnimationMode = LOOP
2339        Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
2340        TransitionKey = TRANS_Chute
2341      End
2342      AliasConditionState = PARACHUTING REALLYDAMAGED
2343      AliasConditionState = PARACHUTING DYING
2344  
2345  
2346      ConditionState = DYING
2347        Animation = NIHCKR_SKL.NIHCKR_DTA
2348        Animation = NIHCKR_SKL.NIHCKR_DTB
2349        AnimationMode = ONCE
2350        TransitionKey = TRANS_Dying
2351      End
2352  
2353      TransitionState = TRANS_Dying TRANS_Flailing
2354        Animation = NIHCKR_SKL.NIHCKR_ADTG1
2355        AnimationMode = ONCE
2356      End
2357  
2358      ConditionState = DYING EXPLODED_FLAILING
2359        Animation = NIHCKR_SKL.NIHCKR_ADTG2
2360        AnimationMode = LOOP
2361        TransitionKey = TRANS_Flailing
2362      End
2363  
2364      ConditionState = DYING EXPLODED_BOUNCING
2365        Animation = NIHCKR_SKL.NIHCKR_ADTG3
2366        AnimationMode = ONCE
2367        TransitionKey = None
2368      End
2369  
2370      ConditionState = SPECIAL_CHEERING
2371        Animation = NIHCKR_SKL.NIHCKR_CHA
2372        AnimationMode = LOOP
2373      End
2374  
2375      TransitionState = TRANS_Falling TRANS_Chute
2376        Animation = NIHCKR_SKL.NIHCKR_POP
2377        AnimationMode = ONCE
2378        Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
2379      End
2380  
2381      TransitionState = TRANS_Chute TRANS_Stand
2382        Animation = NIHCKR_SKL.NIHCKR_PTD
2383        AnimationMode = ONCE
2384      End
2385  
2386    End
2387  
2388    ; ***DESIGN parameters ***
2389    DisplayName      = OBJECT:Hacker
2390    Side = ChinaTankGeneral
2391    EditorSorting = INFANTRY
2392    TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)
2393  
2394    ArmorSet
2395      Conditions      = None
2396      Armor           = HumanArmor
2397      DamageFX        = InfantryDamageFX
2398    End
2399    VisionRange = 150
2400    ShroudClearingRange = 300
2401    Prerequisites
2402      Object = Tank_ChinaBarracks
2403      Object = Tank_ChinaPropagandaCenter
2404    End
2405    BuildCost = 780
2406    BuildTime = 20.0          ;in seconds    
2407    ExperienceValue = 50 100 150 400    ;Experience point value at each level
2408    ExperienceRequired = 0 100 300 500  ;Experience points needed to gain each level
2409    IsTrainable = Yes             ;Can gain experience
2410  
2411    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2412    CommandSet      = Tank_ChinaInfantryHackerCommandSet
2413  
2414    ; *** AUDIO Parameters ***
2415    VoiceSelect = HackerVoiceSelect
2416    VoiceMove = HackerVoiceMove
2417    VoiceAttack = NoSound
2418    VoiceGuard = HackerVoiceMove
2419    VoiceFear = HackerVoiceFear
2420    VoiceTaskComplete = HackerVoiceHackComplete
2421    UnitSpecificSounds
2422      VoiceGarrison = HackerVoiceGarrison
2423      VoiceCreate     = HackerVoiceCreate
2424      UnitPack        = HackerPack
2425      UnitUnpack      = HackerUnpack
2426      UnitCashPing    = HackerCashPing
2427      VoiceEnter = HackerVoiceMove
2428      VoiceEnterHostile = HackerVoiceMove
2429      VoiceGetHealed      = HackerVoiceMove
2430      VoiceHackInternet   = HackerVoiceModeInternet
2431    End
2432  
2433    ; *** ENGINEERING Parameters ***
2434    RadarPriority = UNIT
2435    KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE IGNORES_SELECT_ALL MONEY_HACKER
2436  
2437    Body = ActiveBody ModuleTag_02
2438      MaxHealth       = 100.0
2439      InitialHealth   = 100.0
2440    End
2441  
2442    Behavior = HackInternetAIUpdate ModuleTag_03
2443      UnpackTime          = 7300 ;animation time is 7300 (changing this will scale anim speed)
2444      PackTime            = 5133 ;animation time is 5133 (changing this will scale anim speed)
2445      CashUpdateDelay     = 2000
2446      CashUpdateDelayFast = 1800  ; Fast speed used inside a container (can only hack inside an Internet Center)
2447      RegularCashAmount   = 5
2448      VeteranCashAmount   = 6
2449      EliteCashAmount     = 8
2450      HeroicCashAmount    = 10
2451      XpPerCashUpdate     = 1
2452      PackUnpackVariationFactor = 0.5 ;Adds + or - 20% to pack and unpack time randomly.
2453    End
2454    Locomotor = SET_NORMAL BasicHumanLocomotor
2455   
2456    Behavior = SpecialAbility ModuleTag_04
2457      SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding
2458      UpdateModuleStartsAttack = Yes
2459      InitiateSound         = HackerVoiceHack
2460    End
2461  
2462    Behavior = SpecialAbilityUpdate ModuleTag_05
2463      SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding
2464      StartAbilityRange = 150.0
2465      UnpackTime      = 7300 ;animation time is 7300 (changing this will scale anim speed)
2466      PackTime        = 5133 ;animation time is 5133 (changing this will scale anim speed)
2467      PreparationTime = 3000
2468  
2469      ;PersistentPrepTime = 500 ; old setting
2470      PersistentPrepTime = 333 ; NOTE! This drives how often the disable effect gets triggered
2471                               ; This is also how often a new particle system effect is spawned
2472      EffectDuration = 2000
2473      SpecialObject = BinaryDataStream
2474      DisableFXParticleSystem = DisabledEffectBinaryShower0
2475      PackSound       = HackerPack
2476      UnpackSound     = HackerUnpack
2477      PrepSoundLoop   = HackerPrepLoop
2478      AwardXPForTriggering  = 0    ;Careful, this is persistant so it's a DoT xp gain!
2479      ;SkillPointsForTriggering = ???  -- Dustin, fill me out if you want different balance values.
2480    End
2481  
2482  
2483    Behavior = PhysicsBehavior ModuleTag_06
2484      Mass = 5.0
2485    End
2486  
2487    Behavior = SquishCollide ModuleTag_08
2488      ;nothing
2489    End
2490  
2491  
2492  ; --- begin Death modules ---
2493    Behavior = SlowDeathBehavior ModuleTag_Death01
2494      DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
2495      SinkDelay           = 3000
2496      SinkRate            = 0.5     ; in Dist/Sec
2497      DestructionDelay    = 8000
2498      FX                  = INITIAL FX_HackerDie
2499    End
2500    Behavior = SlowDeathBehavior ModuleTag_Death02
2501      DeathTypes          = NONE +CRUSHED +SPLATTED
2502      SinkDelay           = 3000
2503      SinkRate            = 0.5     ; in Dist/Sec
2504      DestructionDelay    = 8000
2505      FX                  = INITIAL FX_GIDieCrushed
2506    End
2507    Behavior = SlowDeathBehavior ModuleTag_Death03
2508      DeathTypes          = NONE +EXPLODED
2509      SinkDelay           = 3000
2510      SinkRate            = 0.5     ; in Dist/Sec
2511      DestructionDelay    = 8000
2512      FX                  = INITIAL FX_HackerDie
2513      FlingForce          = 8
2514      FlingForceVariance  = 3
2515      FlingPitch          = 60
2516      FlingPitchVariance  = 10
2517    End
2518    Behavior = SlowDeathBehavior ModuleTag_Death04
2519      DeathTypes          = NONE +BURNED
2520      DestructionDelay    = 0
2521      FX                  = INITIAL FX_DieByFireChina
2522      OCL                 = INITIAL OCL_FlamingInfantry
2523    End
2524    Behavior = SlowDeathBehavior ModuleTag_Death05
2525      DeathTypes          = NONE +POISONED
2526      DestructionDelay    = 0
2527      FX                  = INITIAL FX_DieByToxinChina
2528      OCL                 = INITIAL OCL_ToxicInfantry
2529    End
2530    Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
2531      DeathTypes          = NONE +POISONED_BETA
2532      DestructionDelay    = 0
2533      FX                  = INITIAL FX_DieByToxinChina
2534      OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
2535    End
2536    Behavior = SlowDeathBehavior ModuleTag_Death07
2537      DeathTypes          = NONE +POISONED_GAMMA
2538      DestructionDelay    = 0
2539      FX                  = INITIAL FX_DieByToxinGLA
2540      OCL                 = INITIAL OCL_ToxicInfantryGamma
2541    End
2542  ; --- end Death modules ---
2543  
2544    Behavior = PoisonedBehavior ModuleTag_11
2545      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
2546      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
2547    End
2548   
2549    Geometry = CYLINDER
2550    GeometryMajorRadius = 10.0
2551    GeometryMinorRadius = 10.0
2552    GeometryHeight = 12.0
2553    GeometryIsSmall = Yes
2554    Shadow = SHADOW_DECAL
2555    ShadowSizeX = 14;
2556    ShadowSizeY = 14;
2557    ShadowTexture = ShadowI;
2558    BuildCompletion = APPEARS_AT_RALLY_POINT
2559  
2560  End
2561  
2562  
2563  
2564  
2565  
2566  
2567  
2568  
2569  
2570  
2571  
2572  
2573  
2574  
2575  
2576  
2577  
2578  
2579  
2580  
2581  
2582  
2583  
2584  
2585  
2586  ;------------------------------------------------------------------------------
2587  Object Tank_HelixBlades
2588  
2589    ; *** ART Parameters ***
2590    Draw = W3DModelDraw ModuleTag_01
2591      DefaultConditionState
2592        Model = NVHelix_prop
2593        Animation = NVHelix_prop.NVHelix_prop
2594        AnimationMode = LOOP
2595      End
2596    End
2597  
2598    ; ***DESIGN parameters ***
2599    DisplayName      = OBJECT:Comanche
2600    Side = ChinaTankGeneral
2601  
2602    ; *** ENGINEERING Parameters ***
2603    KindOf = PRELOAD IMMOBILE
2604  
2605    Behavior = PhysicsBehavior ModuleTag_02
2606      AllowBouncing = No
2607    End
2608    Behavior = LifetimeUpdate ModuleTag_03
2609      MinLifetime = 1000   ; min lifetime in msec
2610      MaxLifetime = 2000   ; max lifetime in msec
2611    End
2612  
2613    Behavior = DestroyDie ModuleTag_die
2614    End
2615  
2616  
2617  
2618  End
2619  
2620  
2621  
2622  
2623  
2624  
2625  
2626  
2627  
2628  
2629  
2630  
2631  
2632  
2633  
2634  
2635  
2636  
2637  
2638  
2639  
2640  
2641  
2642  
2643  
2644  
2645  
2646  
2647  ;------------------------------------------------------------------------------
2648  Object Tank_ChinaTankBattleMaster
2649  
2650    ; *** ART Parameters ***
2651    SelectPortrait         = SNBattlemaster_L
2652    ButtonImage            = SNBattlemaster
2653    
2654    UpgradeCameo1 = Upgrade_Nationalism
2655    UpgradeCameo2 = Upgrade_ChinaUraniumShells
2656    UpgradeCameo3 = Upgrade_ChinaNuclearTanks
2657    UpgradeCameo4 = Tank_Upgrade_ChinaTankAutoLoader
2658    ;UpgradeCameo5 = NONE
2659    
2660    Draw = W3DTankDraw ModuleTag_01
2661      OkToChangeModelColor = Yes
2662      DefaultConditionState
2663        Model               = NVBtMstr
2664        Turret              = Turret01
2665        WeaponFireFXBone    = PRIMARY Muzzle
2666        WeaponRecoilBone    = PRIMARY Barrel
2667        WeaponMuzzleFlash   = PRIMARY MuzzleFX
2668        WeaponLaunchBone    = PRIMARY Muzzle
2669      End
2670      ConditionState = REALLYDAMAGED
2671        Model               = NVBtMstr_D
2672        Turret              = Turret01
2673        WeaponFireFXBone    = PRIMARY Muzzle
2674        WeaponRecoilBone    = PRIMARY Barrel
2675        WeaponMuzzleFlash   = PRIMARY MuzzleFX
2676        WeaponLaunchBone    = PRIMARY Muzzle
2677      End
2678      ConditionState = RUBBLE
2679        Model               = NVBtMstr_D
2680        Turret              = Turret01
2681      End
2682  
2683      TrackMarks              = EXTnkTrack.tga
2684    End
2685  
2686    ; ***DESIGN parameters ***
2687    DisplayName      = OBJECT:BattleMaster
2688    Side = ChinaTankGeneral
2689    EditorSorting   = VEHICLE
2690    TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
2691    WeaponSet
2692      Conditions = None 
2693      Weapon = PRIMARY BattleMasterTankGun
2694    End
2695    WeaponSet
2696      Conditions = PLAYER_UPGRADE 
2697      Weapon = PRIMARY Tank_BattleMasterTankGun
2698    End
2699    ArmorSet
2700      Conditions      = None
2701      Armor           = TankArmor
2702      DamageFX        = TankDamageFX
2703    End
2704    BuildCost       = 700
2705    BuildTime       = 12.0          ;in seconds    
2706    VisionRange     = 150
2707    ShroudClearingRange = 300
2708    Prerequisites
2709      Object = Tank_ChinaWarFactory
2710    End
2711  
2712    ExperienceValue = 100 100 200 400    ;Experience point value at each level
2713    ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level
2714    IsTrainable = Yes             ;Can gain experience
2715    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
2716    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2717    CommandSet       = Tank_ChinaVehicleBattleMasterCommandSet
2718  
2719    ; *** AUDIO Parameters ***
2720    VoiceSelect = BattleMasterTankVoiceSelect
2721    VoiceMove = BattleMasterTankVoiceMove
2722    VoiceGuard = BattleMasterTankVoiceMove
2723    VoiceAttack = BattleMasterTankVoiceAttack
2724    SoundMoveStart = BattleMasterTankMoveStart
2725    SoundMoveStartDamaged = BattleMasterTankMoveStart
2726  
2727    UnitSpecificSounds
2728      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
2729      VoiceCreate          = BattleMasterTankVoiceCreate
2730      TurretMoveStart = NoSound
2731      TurretMoveLoop = TurretMoveLoop
2732      VoiceCrush = BattleMasterTankVoiceCrush
2733      VoiceEnter = BattleMasterTankVoiceMove
2734    End
2735  
2736    ; *** ENGINEERING Parameters ***
2737    RadarPriority = UNIT
2738    KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
2739  
2740    Body = ActiveBody ModuleTag_02
2741      MaxHealth       = 400.0
2742      InitialHealth   = 400.0
2743  
2744      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
2745      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
2746      SubdualDamageCap = 800
2747      SubdualDamageHealRate = 500
2748      SubdualDamageHealAmount = 50
2749    End
2750  
2751    Behavior = VeterancyGainCreate ModuleTag_14
2752      StartingLevel = VETERAN
2753    End
2754  
2755  
2756    Behavior = AIUpdateInterface ModuleTag_03
2757      Turret
2758        TurretTurnRate = 120   ; turn rate, in degrees per sec
2759        ControlledWeaponSlots = PRIMARY
2760      End
2761      AutoAcquireEnemiesWhenIdle = Yes
2762    End
2763  
2764    Locomotor = SET_NORMAL BattleMasterLocomotor
2765    Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor
2766  
2767    Behavior = VeterancyGainCreate ModuleVet_01
2768      StartingLevel = ELITE
2769      ScienceRequired = SCIENCE_BattlemasterTraining
2770    End
2771  
2772    Behavior = HordeUpdate ModuleTag_04
2773      RubOffRadius = 150    ; if I am this close to a real hordesman, I will get to be an honorary hordesman
2774      UpdateRate = 1000     ; how often to recheck horde status (msec)
2775      Radius = 75           ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
2776      KindOf = VEHICLE      ; what KindOf's must match to count towards horde-ness
2777      AlliesOnly = Yes      ; do we only count allies towards horde status? 
2778      ExactMatch = Yes      ; do we only count units of our exact same type towards horde status? (overrides kindof)
2779      Count = 5             ; how many units must be within Radius to grant us horde-ness
2780      Action = HORDE        ; when horde-ing, grant us the HORDE bonus
2781    End
2782  
2783    Behavior = PhysicsBehavior ModuleTag_05
2784      Mass = 40.0
2785    End
2786  
2787    Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
2788      DeathWeapon   = NuclearTankDeathWeapon
2789      StartsActive  = No                        ; turned on by upgrade
2790      TriggeredBy   = Upgrade_ChinaNuclearTanks
2791    End
2792    Behavior = LocomotorSetUpgrade ModuleTag_07
2793      TriggeredBy = Upgrade_ChinaNuclearTanks
2794    End
2795    Behavior = WeaponSetUpgrade ModuleTag_17
2796      TriggeredBy = Tank_Upgrade_ChinaTankAutoLoader
2797    End
2798  
2799    ; A crushing defeat
2800    Behavior = DestroyDie ModuleTag_08
2801      DeathTypes = NONE +CRUSHED +SPLATTED
2802    End
2803    Behavior = FXListDie ModuleTag_09
2804      DeathTypes = NONE +CRUSHED +SPLATTED
2805      DeathFX = FX_CarCrush
2806    End
2807    Behavior = CreateObjectDie ModuleTag_10
2808      DeathTypes = NONE +CRUSHED +SPLATTED
2809      CreationList = OCL_CrusaderTank_CrushEffect
2810    End
2811    Behavior = CreateCrateDie ModuleTag_11
2812      CrateData = SalvageCrateData
2813      ;CrateData = EliteTankCrateData
2814      ;CrateData = HeroicTankCrateData
2815    End
2816  
2817  
2818    Behavior = SlowDeathBehavior ModuleTag_12
2819      DeathTypes = ALL -CRUSHED -SPLATTED
2820      ProbabilityModifier = 25
2821      DestructionDelay = 200
2822      DestructionDelayVariance = 100
2823      OCL = FINAL    OCL_ChinaTankBattleMasterDebris
2824      FX  = FINAL    FX_BattleMasterExplosionOneFinal
2825    End
2826  
2827    Behavior = TransitionDamageFX ModuleTag_13
2828      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
2829      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
2830    End
2831  
2832    Behavior = FlammableUpdate ModuleTag_21
2833      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
2834      AflameDamageAmount = 3       ; taking this much damage...
2835      AflameDamageDelay = 500       ; this often.
2836    End
2837  
2838    Geometry = BOX
2839    GeometryMajorRadius = 13.0
2840    GeometryMinorRadius = 9.0
2841    GeometryHeight = 10     
2842    GeometryIsSmall = Yes
2843    Shadow = SHADOW_VOLUME    
2844    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
2845  
2846  End
2847  
2848  
2849  
2850  
2851  
2852  ;------------------------------------------------------------------------------
2853  Object Tank_ChinaTankEmperor
2854  
2855    ; *** ART Parameters ***
2856    SelectPortrait         = SNEmpTank_L
2857    ButtonImage            = SNEmpTank
2858    
2859    UpgradeCameo1 = Upgrade_ChinaUraniumShells
2860    UpgradeCameo2 = Upgrade_ChinaNuclearTanks
2861    UpgradeCameo3 = Upgrade_ChinaOverlordGattlingCannon
2862    UpgradeCameo4 = Upgrade_ChinaOverlordPropagandaTower
2863  ; UpgradeCameo5 = Tank_Upgrade_ChinaTankAutoLoader
2864    
2865    Draw = W3DOverlordTankDraw ModuleTag_01
2866      ConditionState        = NONE
2867        Model               = NVOvrlrdT
2868        Animation           = NVOvrlrdT.NVOvrlrdT
2869        AnimationMode       = LOOP
2870        Turret              = Turret01
2871        WeaponFireFXBone    = PRIMARY Muzzle
2872        WeaponRecoilBone    = PRIMARY Barrel
2873        WeaponMuzzleFlash   = PRIMARY MuzzleFX
2874        WeaponLaunchBone = PRIMARY Muzzle
2875      End
2876      ConditionState        = REALLYDAMAGED
2877        Model               = NVOvrlrdT_D
2878        Animation           = NVOvrlrdT_D.NVOvrlrdT_D
2879        AnimationMode       = LOOP
2880        Turret              = Turret01
2881        WeaponFireFXBone    = PRIMARY Muzzle
2882        WeaponRecoilBone    = PRIMARY Barrel
2883        WeaponMuzzleFlash   = PRIMARY MuzzleFX
2884        WeaponLaunchBone = PRIMARY Muzzle
2885      End
2886  
2887      ConditionState        = RUBBLE
2888        Model               = NVOvrlrdT_D1
2889        Turret              = Turret01
2890        WeaponFireFXBone    = PRIMARY Muzzle
2891        WeaponRecoilBone    = PRIMARY Barrel
2892        WeaponMuzzleFlash   = PRIMARY MuzzleFX
2893        WeaponLaunchBone = PRIMARY Muzzle
2894      End
2895  
2896      TrackMarks           = EXTnkTrack.tga
2897      OkToChangeModelColor = Yes
2898      TreadAnimationRate = 2.0;  amount of tread texture to move per second
2899      TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
2900      TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
2901    End
2902  
2903    ; ***DESIGN parameters ***
2904    DisplayName         = OBJECT:Tank_Overlord
2905    Side                = ChinaTankGeneral
2906    EditorSorting       = VEHICLE
2907    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
2908    WeaponSet
2909      Conditions        = None 
2910      Weapon            = PRIMARY OverlordTankGun
2911    End
2912    WeaponSet
2913      Conditions        = PLAYER_UPGRADE
2914      Weapon            = PRIMARY OverlordTankGun
2915      Weapon            = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range
2916                                                                ;gattling cannon upgrade has been made.
2917    End
2918    ArmorSet
2919      Conditions        = None
2920      Armor             = TankArmor
2921      DamageFX          = TankDamageFX
2922    End
2923    BuildCost       = 1900
2924    BuildTime       = 20.0          ;in seconds    
2925    VisionRange     = 150
2926    ShroudClearingRange = 200
2927    Prerequisites
2928      Object = Tank_ChinaWarFactory
2929      Object = Tank_ChinaPropagandaCenter
2930    End
2931  
2932    ExperienceValue = 200 200 400 600   ;Experience point value at each level
2933    ExperienceRequired = 0 400 600 1200  ;Experience points needed to gain each level
2934    IsTrainable = Yes             ;Can gain experience
2935    CrusherLevel           = 3  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
2936    CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2937    CommandSet = Tank_ChinaTankEmperorDefaultCommandSet
2938  
2939    ; *** AUDIO Parameters ***
2940    VoiceSelect = EmperorTankVoiceSelect
2941    SoundMoveStart = OverlordTankMoveStart
2942    SoundMoveStartDamaged = OverlordTankMoveStart
2943    VoiceMove = EmperorTankVoiceMove
2944    VoiceGuard = EmperorTankVoiceMove
2945    VoiceAttack = OverlordTankVoiceAttack
2946  
2947    UnitSpecificSounds
2948      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
2949      VoiceCreate          = OverlordTankVoiceCreate
2950      TurretMoveStart = NoSound
2951      TurretMoveLoop = OverlordTankTurretMoveLoop
2952      VoiceCrush = OverlordTankVoiceCrush
2953      VoiceEnter = EmperorTankVoiceMove
2954      VoiceUnload     = OverlordTankVoiceUnload
2955    End
2956  
2957    ; *** ENGINEERING Parameters ***
2958    RadarPriority = UNIT
2959    KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE
2960    
2961    Body = ActiveBody ModuleTag_02
2962      MaxHealth       = 1100.0
2963      InitialHealth   = 1100.0
2964  
2965      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
2966      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
2967      SubdualDamageCap = 2200
2968      SubdualDamageHealRate = 500
2969      SubdualDamageHealAmount = 50
2970    End
2971  
2972    Behavior = VeterancyGainCreate ModuleTag_23
2973      StartingLevel = VETERAN
2974    End
2975  
2976  
2977    Behavior = TransportAIUpdate ModuleTag_03
2978      Turret
2979        TurretTurnRate = 60 ;30 ;15   // turn rate, in degrees per sec
2980        ControlledWeaponSlots = PRIMARY
2981      End
2982      AutoAcquireEnemiesWhenIdle = Yes
2983    End
2984  
2985    Locomotor = SET_NORMAL OverlordLocomotor
2986    Locomotor = SET_NORMAL_UPGRADED NuclearOverlordLocomotor
2987  
2988    Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
2989      DeathWeapon   = NuclearTankDeathWeapon
2990      StartsActive  = No                        ; turned on by upgrade
2991      TriggeredBy   = Upgrade_ChinaNuclearTanks
2992    End
2993    Behavior = LocomotorSetUpgrade ModuleTag_05
2994      TriggeredBy = Upgrade_ChinaNuclearTanks
2995    End
2996  
2997    Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) 
2998      Slots                 = 1
2999      DamagePercentToUnits        = 100%
3000      AllowInsideKindOf     = PORTABLE_STRUCTURE
3001      PassengersAllowedToFire = Yes
3002      PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
3003      ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
3004    End
3005  
3006  ; Prop Tower is intrinsic.  Plus, GrantUpgradeCreates on units crash savegames if the unit is Elite.
3007  ;  Behavior = GrantUpgradeCreate ModuleTag_22
3008  ;    UpgradeToGrant           = Upgrade_ChinaOverlordPropagandaTower
3009  ;    ExemptStatus      = UNDER_CONSTRUCTION
3010  ;  End
3011  
3012    Behavior = ObjectCreationUpgrade ModuleTag_07
3013      UpgradeObject = OCL_OverlordGattlingCannon
3014      TriggeredBy   = Upgrade_ChinaOverlordGattlingCannon
3015      ;ConflictsWith = Upgrade_ChinaOverlordBattleBunker
3016    End
3017    Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01
3018      TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
3019      ;ConflictsWith = Upgrade_ChinaOverlordBattleBunker
3020    End
3021  
3022    ;Propaganda tower is an innate ability without using art or subobjects.
3023    ;Behavior = ObjectCreationUpgrade ModuleTag_08
3024    ;  UpgradeObject = OCL_EmperorPropagandaTower
3025    ;  TriggeredBy   = Upgrade_ChinaOverlordPropagandaTower
3026    ;  ConflictsWith = Upgrade_ChinaOverlordBattleBunker
3027    ;End
3028  
3029    ; Doesn't get this upgrade!
3030    ; Behavior = ObjectCreationUpgrade ModuleTag_09
3031      ; UpgradeObject = OCL_OverlordBattleBunker
3032      ; TriggeredBy   = Upgrade_ChinaOverlordBattleBunker
3033      ; ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower
3034    ; End
3035  
3036    Behavior = ProductionUpdate ModuleTag_10
3037      ; MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
3038       MaxQueueEntries = 2; Propaganda model is hacked to not show up.
3039    End
3040    Behavior = CommandSetUpgrade ModuleTag_11
3041      CommandSet = Tank_ChinaTankOverlordGattlingCannonCommandSet
3042      TriggeredBy   = Upgrade_ChinaOverlordGattlingCannon
3043      ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker
3044    End
3045    ;Behavior = CommandSetUpgrade ModuleTag_12
3046     ; CommandSet = Tank_ChinaTankOverlordPropagandaTowerCommandSet
3047      ;TriggeredBy   = Upgrade_ChinaOverlordPropagandaTower
3048      ;ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker
3049    ;End
3050    ; Behavior = CommandSetUpgrade ModuleTag_13
3051     ;  CommandSet = Tank_ChinaTankOverlordBattleBunkerCommandSet
3052     ;  TriggeredBy   = Upgrade_ChinaOverlordBattleBunker
3053      ; ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower
3054    ; End
3055  
3056    Behavior = PhysicsBehavior ModuleTag_14
3057      Mass = 50.0
3058    End
3059  
3060    Behavior        = PropagandaTowerBehavior ModulePropaganda_04
3061      Radius                = 150.0
3062      DelayBetweenUpdates   = 2000 ; in milliseconds
3063      HealPercentEachSecond = 1%   ; get this % of max health every second 
3064      PulseFX               = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
3065      UpgradeRequired       = Upgrade_ChinaOverlordPropagandaTower
3066      UpgradedHealPercentEachSecond = 2%   ; get this % of max health every second 
3067      UpgradedPulseFX       = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
3068      AffectsSelf           = Yes ; Needs this since Tower is not seperate object for Emperor
3069    End
3070  
3071  
3072    ; Smoke for a bit then explode
3073  ;  Behavior = SlowDeathBehavior
3074  ;;    ProbabilityModifier = 25
3075  ;    DestructionDelay = 1500
3076  ;    DestructionDelayVariance = 500
3077  ;    FX  = INITIAL   FX_OverlordSmoke
3078  ;    OCL = FINAL     OCL_ChinaTankOverlordDebris
3079  ;    FX  = FINAL     FX_GenericTankDeathExplosion
3080  ;  End
3081    
3082    ; Catch fire, and explode death
3083  ;  Behavior = SlowDeathBehavior
3084  ;;    ProbabilityModifier = 25
3085  ;    DestructionDelay = 2000
3086  ;    DestructionDelayVariance = 300
3087  ;    FX  = INITIAL  FX_CrusaderCatchFire
3088  ;    OCL = FINAL    OCL_ChinaTankOverlordDebris
3089  ;    FX  = FINAL    FX_GenericTankDeathExplosion 
3090  ;  End
3091  
3092    ; Just explode death
3093    Behavior = SlowDeathBehavior ModuleTag_16
3094      ProbabilityModifier = 25
3095      DestructionDelay = 200
3096      DestructionDelayVariance = 100
3097      OCL = FINAL    OCL_ChinaTankOverlordDebris
3098      FX  = FINAL    FX_OverlordExplosionOneFinal
3099    End
3100    Behavior = CreateCrateDie ModuleTag_17
3101      CrateData = SalvageCrateData
3102      ;CrateData = EliteTankCrateData
3103      ;CrateData = HeroicTankCrateData
3104    End
3105  
3106    Behavior = TransitionDamageFX ModuleTag_18
3107      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
3108      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
3109    End
3110  
3111    Behavior = FlammableUpdate ModuleTag_21
3112      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3113      AflameDamageAmount = 3       ; taking this much damage...
3114      AflameDamageDelay = 500       ; this often.
3115    End
3116  
3117    Geometry = BOX
3118    GeometryMajorRadius = 26.0
3119    GeometryMinorRadius = 13.0
3120    GeometryHeight = 15.0     
3121    GeometryIsSmall = No
3122    Shadow = SHADOW_VOLUME     
3123    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
3124  
3125  End
3126  
3127  ;------------------------------------------------------------------------------
3128  Object Tank_ChinaTankOverlordGattlingCannon
3129  
3130    ; *** ART Parameters ***
3131    SelectPortrait         = SNGatTower_L
3132    ButtonImage            = SNGatTower
3133    
3134    ;UpgradeCameo1 = Upgrade_Nationalism
3135    UpgradeCameo1 = Upgrade_ChinaUraniumShells
3136    UpgradeCameo2 = Upgrade_ChinaNuclearTanks
3137    ;UpgradeCameo4 = NONE
3138    UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon
3139    
3140    
3141    Draw                    = W3DDependencyModelDraw ModuleTag_01
3142      OkToChangeModelColor  = Yes
3143      AttachToBoneInContainer = FIREPOINT01
3144  
3145      DefaultConditionState
3146        Model               = NVOvrlrd_G
3147        Turret              = TURRET01
3148        TurretPitch         = TURRETEL
3149        WeaponFireFXBone    = PRIMARY Muzzle
3150        WeaponMuzzleFlash   = PRIMARY MuzzleFX
3151        WeaponFireFXBone    = SECONDARY Muzzle
3152        WeaponMuzzleFlash   = SECONDARY MuzzleFX
3153      End
3154      ConditionState        = CONTINUOUS_FIRE_SLOW
3155        Model               = NVOvrlrd_G
3156        Animation           = NVOvrlrd_G.NVOvrlrd_G
3157        AnimationMode       = LOOP
3158        AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate  s l o w l y
3159      End
3160       ConditionState       = CONTINUOUS_FIRE_MEAN
3161        Model               = NVOvrlrd_G
3162        Animation           = NVOvrlrd_G.NVOvrlrd_G
3163        AnimationMode       = LOOP
3164        AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate  medium-fast
3165      End
3166      ConditionState        = CONTINUOUS_FIRE_FAST
3167        Model               = NVOvrlrd_G
3168        Animation           = NVOvrlrd_G.NVOvrlrd_G
3169        AnimationMode       = LOOP
3170        AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate  vryfst
3171        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
3172        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
3173      End
3174  
3175      ConditionState        = REALLYDAMAGED 
3176        Model               = NVOvrlrd_GD
3177        Turret              = TURRET01
3178        TurretPitch         = TURRETEL
3179        WeaponFireFXBone    = PRIMARY Muzzle
3180        WeaponMuzzleFlash   = PRIMARY MuzzleFX
3181        WeaponFireFXBone    = SECONDARY Muzzle
3182        WeaponMuzzleFlash   = SECONDARY MuzzleFX
3183        ParticleSysBone     = Smoke01 SmokeFactionMedium
3184        ParticleSysBone     = Smoke02 SmokeFactionMedium
3185        ParticleSysBone     = Smoke03 SmokeFactionMedium
3186        ParticleSysBone     = SparkM01 SparksMedium
3187        ParticleSysBone     = SparkM02 SparksMedium
3188      End
3189      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED 
3190        Model               = NVOvrlrd_GD
3191        Animation           = NVOvrlrd_G.NVOvrlrd_G
3192        AnimationMode       = LOOP
3193        AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate  s l o w l y
3194      End
3195       ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED 
3196        Model               = NVOvrlrd_GD
3197        Animation           = NVOvrlrd_G.NVOvrlrd_G
3198        AnimationMode       = LOOP
3199        AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate  medium-fast
3200      End
3201      ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED 
3202        Model               = NVOvrlrd_GD
3203        Animation           = NVOvrlrd_G.NVOvrlrd_G
3204        AnimationMode       = LOOP
3205        AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate  vryfst
3206        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
3207        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
3208      End
3209  
3210    End
3211  
3212    ; ***DESIGN parameters ***
3213    Side             = ChinaTankGeneral
3214    EditorSorting    = SYSTEM
3215    TransportSlotCount = 1
3216    WeaponSet
3217      Conditions          = None 
3218      Weapon              = PRIMARY   GattlingBuildingGun
3219      Weapon              = SECONDARY GattlingBuildingGunAir
3220      PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
3221    End
3222    
3223    ArmorSet
3224      Conditions     = None
3225      Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
3226    End
3227    VisionRange     = 200
3228  
3229    ; *** AUDIO Parameters ***
3230    UnitSpecificSounds
3231      TurretMoveStart = NoSound
3232      TurretMoveLoop  = NoSound ;TurretMoveLoop
3233      VoiceRapidFire  = NoSound
3234    End
3235  
3236    ; *** ENGINEERING Parameters ***
3237    KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
3238      Body            = StructureBody ModuleTag_02
3239      MaxHealth       = 100.0
3240      InitialHealth   = 100.0
3241    End
3242  
3243    Behavior = VeterancyGainCreate ModuleTag_07
3244      StartingLevel = VETERAN
3245    End
3246  
3247  
3248    Behavior = AIUpdateInterface ModuleTag_03
3249      Turret
3250        ControlledWeaponSlots = PRIMARY SECONDARY
3251        TurretTurnRate      = 60   // turn rate, in degrees per sec
3252        TurretPitchRate     = 60
3253        AllowsPitch         = Yes
3254      End
3255      AutoAcquireEnemiesWhenIdle = Yes 
3256    End
3257  
3258    Behavior             = DestroyDie ModuleTag_04
3259      ;nothing
3260    End
3261  
3262    Behavior = WeaponBonusUpgrade ModuleTag_05
3263      TriggeredBy = Upgrade_ChinaChainGuns
3264    End
3265  
3266    Behavior = StealthDetectorUpdate ModuleTag_06
3267      DetectionRate   = 500   ; how often to rescan for stealthed things in my sight (msec)
3268      ;DetectionRange = ??? ;   Defaults to VisionRange
3269      CanDetectWhileContained   = Yes
3270    End
3271  
3272    Geometry            = BOX
3273    GeometryMajorRadius = 8.0
3274    GeometryMinorRadius = 8.0
3275    GeometryHeight      = 9.0
3276    GeometryIsSmall     = No      
3277    Shadow              = SHADOW_VOLUME
3278    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
3279  
3280  End
3281  
3282  ;------------------------------------------------------------------------------
3283  Object Tank_ChinaTankOverlordPropagandaTower
3284  
3285    ; *** ART Parameters ***
3286    SelectPortrait         = SNPropSpeaker_L
3287    ButtonImage            = SNPropSpeaker
3288    
3289    UpgradeCameo1 = Upgrade_Nationalism
3290    UpgradeCameo2 = Upgrade_ChinaUraniumShells
3291    UpgradeCameo3 = Upgrade_ChinaNuclearTanks
3292    ;UpgradeCameo4 = NONE
3293    UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower
3294    
3295    Draw                    = W3DDependencyModelDraw ModuleTag_01
3296      OkToChangeModelColor  = Yes
3297      AttachToBoneInContainer = FIREPOINT01
3298  
3299      ConditionState = NONE
3300        Model         = NVOvrlrd_S
3301        Animation     = NVOvrlrd_S.NVOvrlrd_S
3302        AnimationMode = LOOP
3303      End
3304      ConditionState = REALLYDAMAGED
3305        Model         = NVOvrlrd_SD
3306        ParticleSysBone = Smoke01 SmolderingSmoke
3307        ParticleSysBone = Smoke02 SmolderingSmoke
3308        ParticleSysBone = Flame01 SmolderingFire
3309        ParticleSysBone = Flame01 SmolderingFlameCore
3310        ParticleSysBone = Spark01 LiveWireSparks
3311      End
3312      ; night
3313      ConditionState = NIGHT
3314        Model         = NVOvrlrd_S
3315        Animation     = NVOvrlrd_S.NVOvrlrd_S
3316        AnimationMode = LOOP
3317      End 
3318    End
3319  
3320    PlacementViewAngle = -45
3321  
3322    ; ***DESIGN parameters ***
3323    Side             = ChinaTankGeneral
3324    EditorSorting    = SYSTEM
3325    TransportSlotCount = 1
3326    
3327    ArmorSet
3328      Conditions     = None
3329      Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
3330    End
3331    VisionRange     = 200
3332  
3333    ; *** AUDIO Parameters ***
3334    UnitSpecificSounds
3335     TurretMoveStart = NoSound
3336      TurretMoveLoop  = NoSound ;TurretMoveLoop
3337    End
3338  
3339    ; *** ENGINEERING Parameters ***
3340    KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI
3341      Body            = StructureBody ModuleTag_02
3342      MaxHealth       = 100.0
3343      InitialHealth   = 100.0
3344    End
3345  
3346    Behavior = AIUpdateInterface ModuleTag_03
3347      ;<No Data>
3348    End
3349  
3350    Behavior = VeterancyGainCreate ModuleTag_06
3351      StartingLevel = VETERAN
3352    End
3353  
3354    
3355    Behavior        = PropagandaTowerBehavior ModuleTag_04
3356      Radius                = 150.0
3357      DelayBetweenUpdates   = 2000 ; in milliseconds
3358      HealPercentEachSecond = 1%   ; get this % of max health every second 
3359      PulseFX               = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
3360      UpgradeRequired       = Upgrade_ChinaSubliminalMessaging
3361      UpgradedHealPercentEachSecond = 2%   ; get this % of max health every second 
3362      UpgradedPulseFX       = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
3363  
3364    End
3365  
3366    Behavior             = DestroyDie ModuleTag_05
3367      ;<No Data>
3368    End
3369  
3370    Geometry            = BOX
3371    GeometryMajorRadius = 6.0
3372    GeometryMinorRadius = 6.0
3373    GeometryHeight      = 10.0
3374    GeometryIsSmall     = No      
3375    Shadow              = SHADOW_VOLUME
3376    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
3377  
3378  End
3379  
3380  ;------------------------------------------------------------------------------
3381  Object Tank_ChinaTankOverlordBattleBunker
3382  
3383    ; *** ART Parameters ***
3384    SelectPortrait         = SNBunker_L
3385    ButtonImage            = SNBunker
3386    
3387    ;UpgradeCameo1 = Upgrade_Nationalism
3388    UpgradeCameo1 = Upgrade_ChinaUraniumShells
3389    UpgradeCameo2 = Upgrade_ChinaNuclearTanks
3390    ;UpgradeCameo4 = NONE
3391    UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker
3392    
3393    Draw                    = W3DDependencyModelDraw ModuleTag_01
3394      OkToChangeModelColor  = Yes
3395      AttachToBoneInContainer = FIREPOINT01
3396  
3397      ConditionState = NONE
3398        Model         = NVOvrlrd_B
3399      End
3400      ConditionState = REALLYDAMAGED
3401        Model         = NVOvrlrd_BD
3402        ParticleSysBone = Smoke01 SmolderingSmoke
3403        ParticleSysBone = Smoke02 SmolderingSmoke
3404        ParticleSysBone = Flame01 SmolderingFire
3405        ParticleSysBone = Flame01 SmolderingFlameCore
3406        ParticleSysBone = Spark01 LiveWireSparks
3407      End
3408      ; night
3409      ConditionState = NIGHT
3410        Model         = NVOvrlrd_B
3411      End 
3412      ConditionState = NIGHT REALLYDAMAGED
3413        Model         = NVOvrlrd_BD
3414        ParticleSysBone = Smoke01 SmolderingSmoke
3415        ParticleSysBone = Smoke02 SmolderingSmoke
3416        ParticleSysBone = Flame01 SmolderingFire
3417        ParticleSysBone = Flame01 SmolderingFlameCore
3418        ParticleSysBone = Spark01 LiveWireSparks
3419      End
3420    End
3421  
3422    PlacementViewAngle = -45
3423  
3424    ; ***DESIGN parameters ***
3425    Side             = ChinaTankGeneral
3426    EditorSorting    = SYSTEM
3427    TransportSlotCount = 1
3428    
3429    ArmorSet
3430      Conditions     = None
3431      Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
3432    End
3433    VisionRange     = 200
3434  
3435    ; *** AUDIO Parameters ***
3436    UnitSpecificSounds
3437      TurretMoveStart = NoSound
3438      TurretMoveLoop  = NoSound ;TurretMoveLoop
3439      VoiceUnload     = OverlordTankVoiceUnload
3440    End
3441  
3442    ; *** ENGINEERING Parameters ***
3443    KindOf            = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI
3444      Body            = StructureBody ModuleTag_02
3445      MaxHealth       = 100.0
3446      InitialHealth   = 100.0
3447    End
3448  
3449    Behavior = VeterancyGainCreate ModuleTag_05
3450      StartingLevel = VETERAN
3451    End
3452  
3453  
3454    Behavior = TransportContain ModuleTag_03
3455      Slots                 = 5
3456      PassengersAllowedToFire = Yes
3457      AllowInsideKindOf  = INFANTRY
3458      EnterSound      = GarrisonEnter
3459      ExitSound       = GarrisonExit
3460      DamagePercentToUnits  = 50%
3461    End
3462  
3463    Behavior             = DestroyDie ModuleTag_04
3464      ;nothing
3465    End
3466  
3467    Geometry            = BOX
3468    GeometryMajorRadius = 6.0
3469    GeometryMinorRadius = 6.0
3470    GeometryHeight      = 10.0
3471    GeometryIsSmall     = No      
3472    Shadow              = SHADOW_VOLUME
3473    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
3474  
3475  End
3476  
3477  
3478  
3479  
3480  
3481  ;------------------------------------------------------------------------------
3482  ;China Dragon Tank
3483  Object Tank_ChinaTankDragon
3484  
3485    ; *** ART Parameters ***
3486    SelectPortrait         = SNDragonTank_L
3487    ButtonImage            = SNDragonTank
3488    
3489    UpgradeCameo1 = Upgrade_ChinaBlackNapalm
3490    ;UpgradeCameo2 = NONE
3491    ;UpgradeCameo3 = NONE
3492    ;UpgradeCameo4 = NONE
3493    ;UpgradeCameo5 = NONE
3494    
3495    Draw = W3DTankDraw ModuleTag_01
3496      OkToChangeModelColor = Yes
3497  
3498      DefaultConditionState
3499        Model = NVDragon
3500        Turret = Turret
3501        TurretPitch = TURRETEL
3502        WeaponFireFXBone = PRIMARY WeaponA
3503        WeaponLaunchBone = PRIMARY WeaponA
3504        WeaponFireFXBone = SECONDARY WeaponA
3505        WeaponLaunchBone = SECONDARY WeaponA
3506      End
3507      ConditionState = REALLYDAMAGED
3508        Model = NVDragon_D
3509        Turret = Turret
3510        TurretPitch = TURRETEL
3511        WeaponFireFXBone = PRIMARY WeaponA
3512        WeaponLaunchBone = PRIMARY WeaponA
3513        WeaponFireFXBone = SECONDARY WeaponA
3514        WeaponLaunchBone = SECONDARY WeaponA
3515      End
3516      ConditionState = RUBBLE
3517        Model = NVDragon_D
3518        Turret = Turret
3519        TurretPitch = TURRETEL
3520        WeaponFireFXBone = PRIMARY WeaponA
3521        WeaponLaunchBone = PRIMARY WeaponA
3522        WeaponFireFXBone = SECONDARY WeaponA
3523        WeaponLaunchBone = SECONDARY WeaponA
3524      End
3525      
3526      TrackMarks              = EXTnkTrack.tga
3527      TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
3528      TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
3529      TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
3530    End
3531  
3532    ; ***DESIGN parameters ***
3533    DisplayName      = OBJECT:Dragon
3534    Side = ChinaTankGeneral
3535    EditorSorting   = VEHICLE
3536    TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
3537  
3538    WeaponSet
3539      Conditions = None 
3540      Weapon = PRIMARY DragonTankFlameWeapon
3541      Weapon = SECONDARY DragonTankFireWallWeapon
3542      AutoChooseSources = SECONDARY NONE
3543    End
3544    WeaponSet
3545      Conditions = PLAYER_UPGRADE 
3546      Weapon = PRIMARY DragonTankFlameWeaponUpgraded
3547      Weapon = SECONDARY DragonTankFireWallWeaponUpgraded
3548      AutoChooseSources = SECONDARY NONE
3549      WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
3550    End
3551  
3552    ArmorSet
3553      Conditions      = None
3554      Armor           = DragonTankArmor
3555      DamageFX        = TankDamageFX
3556    End
3557    BuildCost       = 700
3558    BuildTime       = 10.0          ;in seconds    
3559    VisionRange     = 100
3560    ShroudClearingRange = 200
3561    Prerequisites
3562      Object = Tank_ChinaWarFactory
3563    End
3564  
3565    ExperienceValue = 50 50 100 150    ;Experience point value at each level
3566    ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
3567    IsTrainable = Yes             ;Can gain experience
3568    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3569    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3570    CommandSet    = ChinaTankDragonCommandSet
3571  
3572    ; *** AUDIO Parameters ***
3573    VoiceSelect = DragonTankVoiceSelect
3574    VoiceMove = DragonTankVoiceMove
3575    VoiceGuard = DragonTankVoiceMove
3576    VoiceAttack = DragonTankVoiceAttack
3577    SoundMoveStart = DragonTankMoveStart
3578    SoundMoveStartDamaged = DragonTankMoveStart
3579  
3580    UnitSpecificSounds
3581      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
3582      VoiceCreate     = DragonTankVoiceCreate
3583      TurretMoveStart = NoSound
3584      TurretMoveLoop = TurretMoveLoop
3585      VoiceEnter = DragonTankVoiceMove
3586      VoiceFlameLocation = DragonTankVoiceFireStorm
3587    End
3588  
3589  
3590    ; *** ENGINEERING Parameters ***
3591    RadarPriority = UNIT
3592    KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
3593    
3594    Body = ActiveBody ModuleTag_02
3595      MaxHealth       = 280.0
3596      InitialHealth   = 280.0
3597  
3598      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
3599      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
3600      SubdualDamageCap = 560
3601      SubdualDamageHealRate = 500
3602      SubdualDamageHealAmount = 50
3603    End
3604  
3605    Behavior = VeterancyGainCreate ModuleTag_14
3606      StartingLevel = VETERAN
3607    End
3608  
3609    Behavior = AIUpdateInterface ModuleTag_03
3610      Turret
3611        TurretTurnRate = 120
3612        TurretPitchRate = 120
3613        AllowsPitch = Yes
3614        MinPhysicalPitch = -15
3615  
3616        TurretFireAngleSweep = PRIMARY 10
3617        TurretFireAngleSweep = SECONDARY 60
3618        TurretSweepSpeedModifier = PRIMARY 0.5    ; Sweep slower than you turn (aim for 30 for art)
3619        TurretSweepSpeedModifier = SECONDARY 2.0  ; Sweep faster than you turn
3620        ControlledWeaponSlots = PRIMARY SECONDARY
3621      End
3622      AutoAcquireEnemiesWhenIdle = Yes
3623    End
3624    Locomotor = SET_NORMAL DragonLocomotor
3625    Behavior = PhysicsBehavior ModuleTag_04
3626      Mass = 50.0
3627    End
3628  
3629  
3630    Behavior = WeaponSetUpgrade ModuleTag_05
3631      TriggeredBy = Upgrade_ChinaBlackNapalm
3632    End
3633  
3634    ; A crushing defeat
3635    Behavior = DestroyDie ModuleTag_06
3636      DeathTypes = NONE +CRUSHED +SPLATTED
3637    End
3638    Behavior = FXListDie ModuleTag_07
3639      DeathTypes = NONE +CRUSHED +SPLATTED
3640      DeathFX = FX_CarCrush
3641    End
3642    Behavior = CreateObjectDie ModuleTag_08
3643      DeathTypes = NONE +CRUSHED +SPLATTED
3644      CreationList = OCL_CrusaderTank_CrushEffect
3645    End
3646    Behavior = CreateCrateDie ModuleTag_09
3647      CrateData = SalvageCrateData
3648      ;CrateData = EliteTankCrateData
3649      ;CrateData = HeroicTankCrateData
3650    End
3651  
3652  
3653    ; just explode death
3654    Behavior = SlowDeathBehavior ModuleTag_10
3655      DeathTypes = ALL -CRUSHED -SPLATTED
3656  ;    ProbabilityModifier = 33
3657      DestructionDelay = 500
3658      DestructionDelayVariance = 500
3659      FX  = INITIAL  FX_BattleMasterExplosionOneFinal
3660      OCL = FINAL    OCL_DragonDebris
3661      FX  = FINAL    FX_DragonTankDeathExplosionFinal
3662    End
3663    
3664    ; Catch fire, and explode death
3665  ;  Behavior = SlowDeathBehavior
3666  ;    DeathTypes = ALL -CRUSHED -SPLATTED
3667  ;;    ProbabilityModifier = 33
3668  ;    DestructionDelay = 2000
3669  ;    DestructionDelayVariance = 300
3670  ;    FX  = INITIAL  FX_CrusaderCatchFire
3671  ;    OCL = FINAL    OCL_DragonDebris  
3672  ;    FX  = FINAL    FX_GenericTankDeathExplosion 
3673  ;  End
3674  
3675    ; Napalm spills out, and explode death
3676  ;  Behavior = SlowDeathBehavior
3677  ;    DeathTypes = ALL -CRUSHED -SPLATTED
3678  ;;    ProbabilityModifier = 34
3679  ;    DestructionDelay = 2000
3680  ;    DestructionDelayVariance = 300
3681  ;    FX  = INITIAL  FX_DragonNapalmSpill
3682  ;    OCL = FINAL    OCL_DragonDebris  
3683  ;    FX  = FINAL    FX_DragonTankDeathExplosionFinal
3684  ;  End
3685  
3686    ; Turret fly off death
3687  ;  Behavior = SlowDeathBehavior
3688  ;    DeathTypes = ALL -CRUSHED -SPLATTED
3689  ;;    ProbabilityModifier = 25
3690  ;    DestructionDelay = 500
3691  ;    DestructionDelayVariance = 100
3692  ;    FX  = INITIAL  FX_GenericTankDeathEffect
3693  ;    OCL = MIDPOINT OCL_DragonDebris
3694  ;    FX  = FINAL    FX_GenericTankDeathExplosionFinal
3695  ;  End
3696  
3697  
3698    Behavior = FlammableUpdate ModuleTag_12
3699      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3700      AflameDamageAmount = 3       ; taking this much damage...
3701      AflameDamageDelay = 500       ; this often.
3702    End
3703  
3704    Behavior = TransitionDamageFX ModuleTag_13
3705  ;   ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
3706      ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes Psys:DragonTransitionFire
3707      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_DragonDamageTransition
3708    End
3709  
3710    Geometry = BOX
3711    GeometryMajorRadius = 15.0
3712    GeometryMinorRadius = 10.0
3713    GeometryHeight = 11.0   ; Height set to allow clear clipping of projectile stream  
3714    GeometryIsSmall = Yes
3715    Shadow = SHADOW_VOLUME    
3716    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
3717  
3718  End
3719  
3720  
3721  
3722  
3723  
3724  ;------------------------------------------------------------------------------
3725  Object Tank_ChinaVehicleTroopCrawler
3726  
3727    ; *** ART Parameters ***
3728    SelectPortrait         = SNTransport_L
3729    ButtonImage            = SNTransport
3730    
3731    ;UpgradeCameo1 = NONE
3732    ;UpgradeCameo2 = NONE
3733    ;UpgradeCameo3 = NONE
3734    ;UpgradeCameo4 = NONE
3735    ;UpgradeCameo5 = NONE
3736    
3737    Draw = W3DTruckDraw ModuleTag_01
3738      OkToChangeModelColor = Yes
3739      ConditionState = NONE
3740        Model = NVTCrawler
3741        ;note, the IRSonar particle system is added in StealthDetectorUpdate.cpp, not here
3742      End
3743      ConditionState       = REALLYDAMAGED RUBBLE ; THIS IS VERY IMPORTANT... DO NOT REMOVE 'RUBBLE' 
3744                                                  ; @todo find out why a non-animating model like this has such trouble matching
3745                                                  ; reallydamaged against moving against rubble, etc.
3746        Model              = NVTCrawler_D
3747      End
3748  
3749      TrackMarks = EXTireTrack.tga
3750  
3751      Dust = RocketBuggyDust
3752      DirtSpray = RocketBuggyDirtSpray
3753      ; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide
3754  
3755      ; These parameters are only used if the model has a separate suspension, 
3756      ; and the locomotor has HasSuspension = Yes.
3757      LeftFrontTireBone     = Wheel01
3758      RightFrontTireBone    = Wheel08
3759      LeftRearTireBone      = Wheel03
3760      RightRearTireBone     = Wheel05
3761      MidLeftFrontTireBone  = Wheel02
3762      MidRightFrontTireBone = Wheel07
3763      MidLeftRearTireBone   = Wheel04
3764      MidRightRearTireBone  = Wheel06
3765  
3766      TireRotationMultiplier      = 0.2   ; this * speed = rotation.
3767      PowerslideRotationAddition  = 0   ; This vehicle doesn't powerslide.
3768  
3769    End
3770  
3771  
3772    ; ***DESIGN parameters ***
3773    DisplayName      = OBJECT:TroopCrawler
3774    Side = ChinaTankGeneral
3775    EditorSorting   = VEHICLE
3776    TransportSlotCount = 8                 ;Just enough to fit into a Chinook.
3777    WeaponSet
3778      Conditions = None 
3779      Weapon = PRIMARY TroopCrawlerAssault
3780    End
3781    ArmorSet
3782      Conditions      = None
3783      Armor           = TankArmor
3784      DamageFX        = TankDamageFX
3785    End
3786    BuildCost       = 1200
3787    BuildTime       = 15.0          ;in seconds    
3788    VisionRange     = 175           ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks!
3789    ShroudClearingRange = 400
3790    Prerequisites
3791      Object = Tank_ChinaWarFactory
3792    End
3793    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3794    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3795    CommandSet = ChinaTroopCrawlerCommandSet
3796  
3797    ; *** AUDIO Parameters ***
3798    VoiceSelect = TroopCrawlerVoiceSelect
3799    VoiceMove = TroopCrawlerVoiceMove
3800    VoiceGuard = TroopCrawlerVoiceMove
3801    VoiceAttack = TroopCrawlerVoiceAttack
3802    SoundMoveStart = TroopCrawlerMoveStart
3803    SoundMoveStartDamaged = TroopCrawlerMoveStart
3804    SoundEnter = HumveeEnter
3805    SoundExit = HumveeExit
3806    UnitSpecificSounds
3807      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
3808      VoiceCreate     = TroopCrawlerVoiceCreate
3809      TurretMoveStart = NoSound
3810      TurretMoveLoop = TurretMoveLoop
3811      TruckLandingSound = NoSound ;RocketBuggyLand
3812      TruckPowerslideSound = NoSound ;RocketBuggyPowerslide
3813      VoiceCrush = TroopCrawlerVoiceCrush
3814      VoiceUnload   = TroopCrawlerVoiceUnload
3815      VoiceEnter = TroopCrawlerVoiceMove
3816    End
3817  
3818  
3819    ; *** ENGINEERING Parameters ***
3820    RadarPriority = UNIT
3821    KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE
3822    
3823    Body = ActiveBody ModuleTag_02
3824      MaxHealth       = 240.0
3825      InitialHealth   = 240.0
3826  
3827      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
3828      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
3829      SubdualDamageCap = 480
3830      SubdualDamageHealRate = 500
3831      SubdualDamageHealAmount = 50
3832    End
3833    Behavior = StealthDetectorUpdate ModuleTag_03
3834      DetectionRate             = 900   ; how often to rescan for stealthed things in my sight (msec)
3835      ;DetectionRange           = ??? ;Dustin, enable this for independant balancing!
3836      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
3837      CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
3838      PingSound                 = IRPing
3839      LoudPingSound             = IRPingLoud
3840      IRParticleSysName         = IRDetectSonar
3841      IRBrightParticleSysName   = IRDetectSonarBright
3842      IRGridParticleSysName     = IRDetectGrid
3843      IRBeaconParticleSysName   = IRLenzflare
3844      IRParticleSysBone         = IRFX
3845    End
3846  
3847  ;OBSOLETE
3848  ;  Behavior = AIUpdateInterface ModuleTag_04
3849  ;    Turret
3850  ;      ControlledWeaponSlots = PRIMARY
3851  ;    End
3852  ;  End
3853    Behavior = AssaultTransportAIUpdate ModuleTag_NewAI
3854      MembersGetHealedAtLifeRatio = 0.5
3855    End
3856  
3857    Locomotor = SET_NORMAL TroopCrawlerLocomotor
3858    Behavior = PhysicsBehavior ModuleTag_05
3859      Mass = 50.0
3860    End
3861    Behavior = TransportContain ModuleTag_06
3862      Slots                 = 8
3863      InitialPayload        = ChinaInfantryRedguard 8
3864      ScatterNearbyOnExit   = No
3865      HealthRegen%PerSec    = 10
3866      DamagePercentToUnits  = 10%
3867      AllowInsideKindOf     = INFANTRY
3868      ExitDelay         = 250
3869      NumberOfExitPaths = 3 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
3870      GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
3871    End
3872  
3873    Behavior = SlowDeathBehavior ModuleTag_07
3874      DeathTypes = ALL -CRUSHED -SPLATTED
3875      DestructionDelay = 1
3876      FX  = FINAL    FX_SupplyTruckExplosionOneFinal
3877      OCL = FINAL    OCL_FinalTroopCrawlerDebris
3878    End
3879  
3880    Behavior                 = TransitionDamageFX ModuleTag_08
3881      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
3882      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
3883    End
3884  
3885    Behavior = DestroyDie ModuleTag_09
3886      DeathTypes = NONE +CRUSHED +SPLATTED
3887    End
3888  
3889    Behavior = FXListDie ModuleTag_10
3890      DeathTypes = NONE +CRUSHED +SPLATTED
3891      DeathFX = FX_CarCrush
3892    End
3893  
3894    ; A crushing defeat
3895    Behavior = FXListDie ModuleTag_11
3896      DeathTypes = NONE +CRUSHED +SPLATTED
3897      DeathFX = FX_CarCrush
3898    End
3899  
3900    Behavior = CreateCrateDie ModuleTag_12
3901      CrateData = SalvageCrateData
3902      ;CrateData = EliteTankCrateData
3903      ;CrateData = HeroicTankCrateData
3904    End
3905  
3906    Behavior = FlammableUpdate ModuleTag_21
3907      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3908      AflameDamageAmount = 3       ; taking this much damage...
3909      AflameDamageDelay = 500       ; this often.
3910    End
3911  
3912    Geometry = BOX
3913    GeometryMajorRadius = 22.0
3914    GeometryMinorRadius = 9.0
3915    GeometryHeight = 13.0     
3916    GeometryIsSmall = No
3917    Shadow = SHADOW_VOLUME
3918    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    
3919  
3920  End
3921  
3922  
3923  
3924  
3925  
3926  
3927  
3928  ;------------------------------------------------------------------------------
3929  Object Tank_ChinaTankGattling
3930  
3931    ; *** ART Parameters ***
3932    SelectPortrait         = SNGatlingTank_L
3933    ButtonImage            = SNGatlingTank
3934    
3935    ;UpgradeCameo1 = Upgrade_Nationalism
3936    UpgradeCameo1 = Upgrade_ChinaChainGuns
3937    ;UpgradeCameo3 = NONE
3938    ;UpgradeCameo4 = NONE
3939    ;UpgradeCameo5 = NONE
3940    
3941    Draw                      = W3DTankDraw ModuleTag_01
3942      OkToChangeModelColor    = Yes
3943      
3944      DefaultConditionState        
3945        Model               = NVGattTank
3946        Animation           = NVGattTank.NVGattTank
3947        AnimationMode       = MANUAL
3948        Turret              = TURRET01
3949        TurretPitch         = TURRETEL01
3950        WeaponMuzzleFlash   = PRIMARY   MuzzleFX
3951        WeaponFireFXBone    = PRIMARY   Muzzle
3952        WeaponMuzzleFlash   = SECONDARY MuzzleFX
3953        WeaponFireFXBone    = SECONDARY Muzzle
3954      End
3955  
3956      ConditionState        = REALLYDAMAGED RUBBLE         
3957        Model               = NVGattTank_D
3958      End
3959  
3960  
3961      ;-----pristine attacking----------------------
3962      ConditionState        = ATTACKING
3963        Model               = NVGattTank
3964        Animation           = NVGattTank.NVGattTank
3965        AnimationMode       = LOOP
3966        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
3967      End
3968  
3969      ConditionState        = CONTINUOUS_FIRE_SLOW ATTACKING
3970        Model               = NVGattTank
3971        Animation           = NVGattTank.NVGattTank
3972        AnimationMode       = LOOP
3973        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
3974      End
3975  
3976      ConditionState        = CONTINUOUS_FIRE_MEAN ATTACKING
3977        Model               = NVGattTank
3978        Animation           = NVGattTank.NVGattTank
3979        AnimationMode       = LOOP
3980        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
3981      End
3982  
3983      ConditionState        = CONTINUOUS_FIRE_FAST ATTACKING
3984        Model               = NVGattTank
3985        Animation           = NVGattTank.NVGattTank
3986        AnimationMode       = LOOP
3987        ParticleSysBone     = Muzzle01 GattlingMuzzleSmoke
3988        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
3989      End
3990  
3991      ;-----damaged attacking----------------------
3992      ConditionState  REALLYDAMAGED ATTACKING         
3993        Model               = NVGattTank_D
3994        Animation           = NVGattTank_D.NVGattTank_D
3995        AnimationMode       = LOOP
3996        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  extemely sloowly
3997      End
3998      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING
3999        Model               = NVGattTank_D
4000        Animation           = NVGattTank_D.NVGattTank_D
4001        AnimationMode       = LOOP
4002        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
4003      End
4004  
4005      ConditionState        = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING
4006        Model               = NVGattTank_D
4007        Animation           = NVGattTank_D.NVGattTank_D
4008        AnimationMode       = LOOP
4009        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
4010      End
4011  
4012      ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING
4013        Model               = NVGattTank_D
4014        Animation           = NVGattTank_D.NVGattTank_D
4015        AnimationMode       = LOOP
4016        ParticleSysBone     = Muzzle01 GattlingMuzzleSmoke
4017        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
4018      End
4019  
4020  
4021  
4022  
4023      TrackMarks              = EXTnkTrack.tga
4024      TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
4025      TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
4026      TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
4027    End
4028  
4029    ; ***DESIGN parameters ***
4030    DisplayName               = OBJECT:GattlingTank
4031    Side                      = ChinaTankGeneral
4032    EditorSorting             = VEHICLE
4033    TransportSlotCount        = 3            ;how many "slots" we take in a transport (0 == not transportable)
4034  
4035    WeaponSet
4036      Conditions              = None 
4037      Weapon                  = PRIMARY   GattlingTankGun
4038      PreferredAgainst        = PRIMARY   AIRCRAFT
4039      Weapon                  = SECONDARY GattlingTankGunAir
4040    End
4041  
4042    ArmorSet
4043      Conditions    = None
4044      Armor         = AntiAirVehicle
4045      DamageFX      = TankDamageFX
4046    End
4047    BuildCost       = 700
4048    BuildTime       = 10.0          ;in seconds    
4049    VisionRange     = 150
4050    ShroudClearingRange = 360
4051    Prerequisites
4052      Object        = Tank_ChinaWarFactory
4053    End
4054  
4055    ExperienceValue = 50 50 100 150  ;Experience point value at each level
4056    ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
4057    IsTrainable = Yes             ;Can gain experience
4058    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
4059    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
4060    CommandSet      = Tank_ChinaVehicleGattlingTankCommandSet
4061  
4062  
4063    ; *** AUDIO Parameters ***
4064    VoiceSelect     = GattlingTankVoiceSelect
4065    VoiceMove       = GattlingTankVoiceMove
4066    VoiceGuard      = GattlingTankVoiceMove
4067    VoiceAttack     = GattlingTankVoiceAttack
4068    SoundMoveStart  = GattlingTankMoveStart
4069    SoundMoveStartDamaged = GattlingTankMoveStart
4070  
4071    UnitSpecificSounds
4072      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
4073      VoiceCreate     = GattlingTankVoiceCreate
4074      TurretMoveStart = NoSound
4075      TurretMoveLoop  = TurretMoveLoopLoud
4076      VoiceCrush      = GattlingTankVoiceCrush
4077      VoiceEnter      = GattlingTankVoiceMove
4078      VoiceRapidFire  = GattlingTankVoiceRapid
4079    End
4080  
4081    ; *** ENGINEERING Parameters ***
4082    RadarPriority     = UNIT
4083    KindOf            = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
4084    
4085    Body              = ActiveBody ModuleTag_02
4086      MaxHealth       = 300.0
4087      InitialHealth   = 300.0
4088  
4089      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
4090      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
4091      SubdualDamageCap = 600
4092      SubdualDamageHealRate = 500
4093      SubdualDamageHealAmount = 50
4094    End
4095    Behavior = AIUpdateInterface ModuleTag_03
4096      Turret
4097        ControlledWeaponSlots = PRIMARY SECONDARY
4098        TurretTurnRate      = 180   // turn rate, in degrees per sec
4099        TurretPitchRate     = 180
4100        AllowsPitch         = Yes
4101        FiresWhileTurning   = Yes
4102        NaturalTurretPitch  = 45 ; this keeps it aimed half way between land and sky
4103                                 ; since you never know from whence cometh danger
4104      End
4105      MoodAttackCheckRate        = 250
4106      AutoAcquireEnemiesWhenIdle = Yes
4107    End
4108    Locomotor       = SET_NORMAL GattlingTankLocomotor
4109    Behavior          = PhysicsBehavior ModuleTag_04
4110      Mass            = 40.0
4111    End
4112  
4113  ;  Behavior               = DestroyDie 
4114  ;    ;nothing
4115  ;  End
4116      
4117    ; Just explode death
4118    Behavior = SlowDeathBehavior ModuleTag_05
4119      ProbabilityModifier = 19
4120      DestructionDelay = 200
4121      DestructionDelayVariance = 100
4122  
4123      SinkRate = 0.5     ; in Dist/Sec
4124  
4125      OCL = FINAL    OCL_ChinaTankGattlingDebris
4126      FX  = FINAL    FX_GattlingExplosionOneFinal
4127    End
4128  
4129    Behavior = VeterancyGainCreate ModuleTag_23
4130      StartingLevel = VETERAN
4131    End
4132  
4133  
4134    Behavior = CreateCrateDie ModuleTag_06
4135      CrateData = SalvageCrateData
4136      ;CrateData = EliteTankCrateData
4137      ;CrateData = HeroicTankCrateData
4138    End
4139  
4140    Behavior = TransitionDamageFX ModuleTag_07
4141      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
4142      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
4143    End
4144  
4145    Behavior = FlammableUpdate ModuleTag_21
4146      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
4147      AflameDamageAmount = 3       ; taking this much damage...
4148      AflameDamageDelay = 500       ; this often.
4149    End
4150  
4151    Behavior = WeaponBonusUpgrade ModuleTag_22
4152      TriggeredBy = Upgrade_ChinaChainGuns
4153    End
4154  
4155    Geometry            = BOX
4156    GeometryMajorRadius = 15.0
4157    GeometryMinorRadius = 10.0
4158  
4159    GeometryHeight      = 15.0     
4160    GeometryIsSmall     = Yes
4161    Shadow              = SHADOW_VOLUME
4162    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    
4163  
4164  End
4165  
4166  
4167  
4168  ;------------------------------------------------------------------------------
4169  ;China Supply Truck
4170  Object Tank_ChinaVehicleSupplyTruck
4171  
4172    ; *** ART Parameters ***
4173    
4174    SelectPortrait         = SNSupplyTruck_L
4175    ButtonImage            = SNSupplyTruck
4176    
4177    ;UpgradeCameo1 = NONE
4178    ;UpgradeCameo2 = NONE
4179    ;UpgradeCameo3 = NONE
4180    ;UpgradeCameo4 = NONE
4181    ;UpgradeCameo5 = NONE
4182    
4183    Draw = W3DTruckDraw ModuleTag_01
4184      OkToChangeModelColor = Yes
4185      
4186      DefaultConditionState
4187        Model           = NVSSUPPLYTK
4188        HideSubObject   = Cargo01
4189      End
4190      
4191      ConditionState    = REALLYDAMAGED
4192        Model           = NVSSUPPLYTK_D
4193      End
4194      
4195      ConditionState    = RUBBLE
4196        Model           = NVSSUPPLYTK_D
4197      End
4198      
4199      ConditionState    = CARRYING
4200        ShowSubObject   = Cargo01
4201      End
4202      
4203      ConditionState    = REALLYDAMAGED CARRYING
4204        Model           = NVSSUPPLYTK_D
4205        ShowSubObject   = Cargo01
4206      End
4207      
4208      ConditionState    = RUBBLE CARRYING
4209        Model           = NVSSUPPLYTK_D
4210        ShowSubObject   = Cargo01
4211      End
4212      
4213      TrackMarks              = EXTireTrack.tga
4214  
4215      LeftFrontTireBone           = Tire01
4216      RightFrontTireBone          = Tire02
4217      MidLeftRearTireBone         = Tire03
4218      MidRightRearTireBone        = Tire04
4219      LeftRearTireBone            = Tire05
4220      RightRearTireBone           = Tire06
4221      TireRotationMultiplier      = 0.2   ; this * speed = rotation.
4222      PowerslideRotationAddition  = 2.5   ; This speed is added to the rotation speed when powersliding.
4223  
4224      Dust                    = RocketBuggyDust
4225      DirtSpray               = RocketBuggyDirtSpray
4226      PowerslideSpray         = RocketBuggyDirtPowerSlide
4227  
4228    End
4229  
4230    ; ***DESIGN parameters ***
4231    DisplayName         = OBJECT:SupplyTruck
4232    Side                = ChinaTankGeneral
4233    EditorSorting       = VEHICLE
4234    TransportSlotCount  = 2                 ;how many "slots" we take in a transport (0 == not transportable)
4235    BuildCost           = 600
4236    BuildTime           = 10.0      ;in seconds
4237    VisionRange         = 150
4238    ShroudClearingRange = 300
4239    Prerequisites
4240      Object = Tank_ChinaSupplyCenter
4241    End
4242  
4243    ArmorSet
4244      Conditions      = None
4245      Armor           = TruckArmor
4246      DamageFX        = TankDamageFX
4247    End
4248    CrusherLevel            = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
4249    CrushableLevel          = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
4250    CommandSet              = ChinaSupplyTruckCommandSet
4251    ; *** AUDIO Parameters ***
4252    VoiceSelect             = SupplyTruckVoiceSelect
4253    VoiceMove               = SupplyTruckVoiceMove
4254    VoiceAttack             = NoSound
4255    SoundMoveStart          = SupplyTruckMoveStart
4256    SoundMoveStartDamaged = SupplyTruckMoveStart
4257    UnitSpecificSounds
4258      VoiceCreate           = SupplyTruckVoiceCreate
4259      TruckLandingSound     = NoSound
4260      TruckPowerslideSound  = NoSound
4261      VoiceSupply           = SupplyTruckVoiceSupply
4262      VoiceCrush            = SupplyTruckVoiceCrush
4263      VoiceEnter            = SupplyTruckVoiceMove
4264  
4265    End
4266  
4267    ; *** ENGINEERING Parameters ***
4268    RadarPriority = UNIT
4269    ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok?
4270    KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE
4271    
4272    Body = ActiveBody ModuleTag_02
4273      MaxHealth       = 300.0
4274      InitialHealth   = 300.0
4275  
4276      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
4277      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
4278      SubdualDamageCap = 600
4279      SubdualDamageHealRate = 500
4280      SubdualDamageHealAmount = 50
4281    End
4282    Behavior = SupplyTruckAIUpdate ModuleTag_03
4283      MaxBoxes = 4
4284      SupplyCenterActionDelay = 400     ; ms for whole thing (one transaction)
4285      SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions)
4286      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)
4287      SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted
4288    End
4289    Locomotor = SET_NORMAL SupplyTruckLocomotor
4290    Behavior = PhysicsBehavior ModuleTag_04
4291      Mass = 5.0
4292    End
4293  
4294    ExperienceValue    = 50 50 50 50 ;Experience point value at each level
4295  
4296    Behavior = SlowDeathBehavior ModuleTag_05
4297      DeathTypes = ALL -CRUSHED -SPLATTED
4298      DestructionDelay = 200
4299      DestructionDelayVariance = 100
4300      FX  = FINAL    FX_SupplyTruckExplosionOneFinal
4301      OCL = FINAL    OCL_ChinaSupplyTruckDeathEffect
4302    End
4303      
4304    Behavior = FXListDie ModuleTag_06
4305      DeathTypes = NONE +CRUSHED +SPLATTED
4306      DeathFX = FX_CarCrush
4307    End
4308    
4309    Behavior = CreateObjectDie ModuleTag_07
4310      DeathTypes = NONE +CRUSHED +SPLATTED
4311      CreationList = OCL_ChinaSupplyTruck_CrushEffect
4312    End
4313  
4314    Behavior                       = TransitionDamageFX ModuleTag_08
4315      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
4316      ReallyDamagedFXList1         = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
4317    End
4318  
4319    Behavior = FlammableUpdate ModuleTag_10
4320      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
4321      AflameDamageAmount = 3       ; taking this much damage...
4322      AflameDamageDelay = 500       ; this often.
4323    End
4324  
4325    ; A crushing defeat
4326    Behavior = DestroyDie ModuleTag_11
4327      DeathTypes = NONE +CRUSHED +SPLATTED
4328    End
4329  
4330    Behavior        = CreateCrateDie ModuleTag_12
4331      CrateData     = SalvageCrateData
4332    End
4333  
4334    Geometry = BOX
4335    GeometryMajorRadius = 17.0
4336    GeometryMinorRadius = 7.0
4337    GeometryHeight = 14.0     
4338    GeometryIsSmall = No
4339    Shadow = SHADOW_VOLUME
4340    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    
4341  
4342  End
4343  
4344  
4345  
4346  ;------------------------------------------------------------------------------
4347  ;China Construction Dozer
4348  Object Tank_ChinaVehicleDozer
4349  
4350    ; *** ART Parameters ***
4351    SelectPortrait         = SNDozer_L
4352    ButtonImage            = SNDozer
4353    
4354    ;UpgradeCameo1 = NONE
4355    ;UpgradeCameo2 = NONE
4356    ;UpgradeCameo3 = NONE
4357    ;UpgradeCameo4 = NONE
4358    ;UpgradeCameo5 = NONE
4359  
4360    Draw                      = W3DTankDraw ModuleTag_01
4361  
4362      OkToChangeModelColor    = Yes
4363  
4364      DefaultConditionState
4365        Model                 = NVCONSTDOZ_A
4366        ParticleSysBone       = EXHAUST01 DozerSmokeLight
4367      End
4368      ConditionState          = MOVING
4369        ParticleSysBone       = EXHAUST01 DozerSmokeHeavy
4370      End
4371      ConditionState = FIRING_A MOVING PREATTACK_A 
4372        Model = NVCONSTDOZ_A
4373        Animation = NVCONSTDOZ_A.NVCONSTDOZ_A
4374        AnimationMode = ONCE
4375        ParticleSysBone = EXHAUST01 DozerSmokeHeavy
4376        ParticleSysBone = DIRTFX01 DozerDirtFall
4377      End
4378      AliasConditionState = ATTACKING FIRING_A MOVING
4379  
4380      ConditionState          = REALLYDAMAGED RUBBLE
4381        Model                 = NVCONSTDOZ_AD
4382      End
4383      ConditionState          = MOVING REALLYDAMAGED RUBBLE
4384        Model                 = NVCONSTDOZ_AD
4385        ParticleSysBone       = EXHAUST01 DozerSmokeHeavy
4386      End
4387      ConditionState = FIRING_A MOVING PREATTACK_A REALLYDAMAGED RUBBLE
4388        Model = NVCONSTDOZ_AD
4389        Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD
4390        AnimationMode = ONCE
4391        ParticleSysBone = EXHAUST01 DozerSmokeHeavy
4392        ParticleSysBone = DIRTFX01 DozerDirtFall
4393      End
4394      AliasConditionState = ATTACKING FIRING_A MOVING REALLYDAMAGED RUBBLE
4395      
4396      TrackMarks           = EXTnkTrack.tga
4397      TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
4398    End
4399  
4400    ; ***DESIGN parameters ***
4401    DisplayName         = OBJECT:Dozer
4402    Side                = ChinaTankGeneral
4403    EditorSorting       = VEHICLE
4404    TransportSlotCount  = 5                 ;how many "slots" we take in a transport (0 == not transportable)
4405    BuildCost           = 1000
4406    BuildTime           = 5.0 ;in seconds
4407    VisionRange         = 150
4408    ShroudClearingRange = 300
4409  
4410    WeaponSet
4411      Conditions = None 
4412      Weapon = PRIMARY None
4413    End
4414    WeaponSet
4415      Conditions = MINE_CLEARING_DETAIL 
4416      Weapon = PRIMARY DozerMineDisarmingWeapon
4417    End
4418  
4419    ArmorSet
4420      Conditions        = None
4421      Armor             = DozerArmor ;Special Explosion-Proof Armor
4422      DamageFX          = TankDamageFX
4423    End
4424    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
4425    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
4426    CommandSet          = Tank_ChinaDozerCommandSet
4427  
4428    ; *** AUDIO Parameters ***
4429    VoiceSelect         = DozerChinaVoiceSelect
4430    VoiceMove           = DozerChinaVoiceMove
4431    VoiceEnter          = DozerChinaVoiceMove
4432    VoiceTaskComplete   = DozerChinaVoiceBuildComplete
4433    SoundMoveStart      = DozerChinaMoveStart
4434    SoundMoveStartDamaged = DozerChinaMoveStart
4435  
4436    UnitSpecificSounds
4437      VoiceCreate       = DozerChinaVoiceCreate
4438      VoiceCrush        = DozerChinaVoiceCrush
4439      VoiceNoBuild      = DozerChinaVoiceBuildNot
4440      VoiceRepair       = DozerChinaVoiceRepair
4441      VoiceDisarm       = DozerChinaVoiceClearMine
4442      VoiceEnter        = DozerChinaVoiceMove
4443      VoiceBuildResponse = DozerChinaVoiceBuild
4444    End
4445   
4446  
4447  
4448    ; *** ENGINEERING Parameters ***
4449    RadarPriority       = UNIT
4450    KindOf              = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 
4451    
4452    Body                = ActiveBody ModuleTag_02
4453      MaxHealth         = 250.0
4454      InitialHealth     = 250.0
4455  
4456      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
4457      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
4458      SubdualDamageCap = 500
4459      SubdualDamageHealRate = 500
4460      SubdualDamageHealAmount = 50
4461    End
4462    Behavior = DozerAIUpdate ModuleTag_03
4463      RepairHealthPercentPerSecond = 2%    ; % of max health to repair each second
4464      BoredTime                    = 5000  ; in milliseconds
4465      BoredRange                   = 150   ; when bored, we look this far away to do something
4466      ; the only "enemies" that workers can acquire are mines, to be disarmed...
4467      AutoAcquireEnemiesWhenIdle   = Yes
4468    End
4469    Locomotor                    = SET_NORMAL ChinaVehicleDozerLocomotor
4470    Behavior            = PhysicsBehavior ModuleTag_04
4471      Mass              = 75.0
4472    End
4473  
4474    Behavior = StealthDetectorUpdate ModuleTag_05
4475      DetectionRate         = 500   ; how often to rescan for stealthed things in my sight (msec)
4476      ;DetectionRange       = ??? ;Dustin, enable this for independant balancing!
4477      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
4478      CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
4479      ExtraRequiredKindOf   = MINE  ; we can only detect MINES, not other stealthed things
4480    End
4481    
4482    Behavior                 = TransitionDamageFX ModuleTag_06
4483      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
4484      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
4485    End
4486    
4487    ; Catch fire, and explode death
4488    Behavior = SlowDeathBehavior ModuleTag_07
4489      DeathTypes = ALL -CRUSHED -SPLATTED
4490      ProbabilityModifier = 100
4491      DestructionDelay = 1500
4492      DestructionDelayVariance = 600
4493      FX  = INITIAL  FX_CrusaderCatchFire
4494      OCL = FINAL    OCL_ChinaDozerExplode  
4495      FX  = FINAL    FX_BattleMasterExplosionOneFinal
4496    End 
4497  
4498    Behavior = CreateCrateDie ModuleTag_09
4499      CrateData = SalvageCrateData
4500    End
4501      
4502    Behavior = FlammableUpdate ModuleTag_21
4503      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
4504      AflameDamageAmount = 3       ; taking this much damage...
4505      AflameDamageDelay = 500       ; this often.
4506    End
4507  
4508    Behavior               = FXListDie ModuleTag_22
4509      DeathTypes = NONE +CRUSHED +SPLATTED
4510      DeathFX         = FX_CarCrush
4511    End
4512  
4513    Behavior = DestroyDie ModuleTag_23
4514      DeathTypes = NONE +CRUSHED +SPLATTED
4515    End
4516  
4517    Geometry            = BOX
4518    GeometryMajorRadius = 17.0;new radius to align mine sweeping position
4519    ;GeometryMajorRadius = 21.0;old radius
4520    GeometryMinorRadius = 10.0
4521    GeometryHeight      = 15.0     
4522    GeometryIsSmall     = NO
4523    Shadow              = SHADOW_VOLUME
4524    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    
4525  
4526  End
4527  
4528  ;-------------------- ¸ÄΪT98----------------------------------------------------------
4529  Object Tank_ChinaTankECM
4530  
4531    ; *** ART Parameters ***
4532    SelectPortrait         = T13
4533    ButtonImage            = T13
4534  
4535    UpgradeCameo1 = Upgrade_Nationalism
4536    UpgradeCameo2 = Upgrade_ChinaUraniumShells
4537    UpgradeCameo3 = Upgrade_ChinaNuclearTanks
4538    ;UpgradeCameo4 = NONE
4539    ;UpgradeCameo5 = NONE
4540  
4541    Draw = W3DTankDraw ModuleTag_01
4542      OkToChangeModelColor = Yes
4543      DefaultConditionState
4544        Model               = NVT98
4545        Turret              = Turret01
4546        WeaponFireFXBone    = PRIMARY Muzzle
4547        WeaponRecoilBone    = PRIMARY Barrel
4548        WeaponMuzzleFlash   = PRIMARY MuzzleFX
4549        WeaponLaunchBone    = PRIMARY Muzzle
4550        AltTurret       = GUN
4551        WeaponFireFXBone       = SECONDARY GUN
4552        WeaponLaunchBone       = SECONDARY GUN
4553      End
4554  
4555      ConditionState = REALLYDAMAGED
4556        Model               = NVT98
4557        Turret              = Turret01
4558        WeaponFireFXBone    = PRIMARY Muzzle
4559        WeaponRecoilBone    = PRIMARY Barrel
4560        WeaponMuzzleFlash   = PRIMARY MuzzleFX
4561        WeaponLaunchBone    = PRIMARY Muzzle
4562        AltTurret       = GUN
4563        WeaponFireFXBone       = SECONDARY GUN
4564        WeaponLaunchBone       = SECONDARY GUN
4565      End
4566  
4567      ConditionState = WEAPONSET_PLAYER_UPGRADE
4568        Model               = NVT98
4569        Turret              = Turret01
4570        WeaponFireFXBone    = PRIMARY Muzzle
4571        WeaponRecoilBone    = PRIMARY Barrel
4572        WeaponMuzzleFlash   = PRIMARY MuzzleFX
4573        WeaponLaunchBone    = PRIMARY Muzzle
4574        AltTurret       = GUN
4575        WeaponFireFXBone       = SECONDARY GUN
4576        WeaponLaunchBone       = SECONDARY GUN
4577        WeaponFireFXBone       = TERTIARY GUN
4578        WeaponLaunchBone       = TERTIARY GUN
4579  
4580      End
4581  
4582      ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
4583        Model               = NVT98
4584        Turret              = Turret01
4585        WeaponFireFXBone    = PRIMARY Muzzle
4586        WeaponRecoilBone    = PRIMARY Barrel
4587        WeaponMuzzleFlash   = PRIMARY MuzzleFX
4588        WeaponLaunchBone    = PRIMARY Muzzle
4589        AltTurret       = GUN
4590        WeaponFireFXBone       = SECONDARY GUN
4591        WeaponLaunchBone       = SECONDARY GUN
4592        WeaponFireFXBone       = TERTIARY GUN
4593        WeaponLaunchBone       = TERTIARY GUN
4594      End
4595  
4596      ConditionState = RUBBLE
4597        Model               = NVT98
4598        Turret              = Turret01
4599      End
4600  
4601      TrackMarks              = EXTnkTrack.tga
4602    End
4603  
4604    ; ***DESIGN parameters ***
4605    DisplayName      = OBJECT:ECMTank
4606    Side = ChinaTankGeneral
4607    EditorSorting   = VEHICLE
4608    TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
4609  
4610    WeaponSet
4611      Conditions          = None
4612      Weapon         = PRIMARY     BattleMasterTankGun
4613     
4614      Weapon         = SECONDARY     ECMTankVehicleDisabler
4615  
4616      
4617    End
4618  
4619    WeaponSet
4620      Conditions = PLAYER_UPGRADE
4621      Weapon         = PRIMARY     BattleMasterTankGun
4622      Weapon         = SECONDARY     ECMTankVehicleDisabler
4623  
4624    End
4625  
4626    ArmorSet
4627      Conditions      = None
4628      Armor           = TankArmor
4629      DamageFX        = TankDamageFX
4630    End
4631  
4632    BuildCost       = 1500
4633    BuildTime       = 20.0          ;in seconds
4634    VisionRange     = 150
4635    ShroudClearingRange = 300
4636  
4637    Prerequisites
4638     Object = Tank_ChinaWarFactory
4639     Object = Tank_ChinaPropagandaCenter
4640       
4641    End
4642  
4643    ExperienceValue = 100 100 200 400    ;Experience point value at each level
4644    ExperienceRequired = 0 20 30 60 ;Experience points needed to gain each level
4645    IsTrainable = Yes             ;Can gain experience
4646    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
4647    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
4648    CommandSet       = ChinaVehicleECMTankCommandSet
4649  
4650  
4651    ; *** AUDIO Parameters ***
4652    VoiceSelect = BattleMasterTankVoiceSelect
4653    VoiceMove = BattleMasterTankVoiceMove
4654    VoiceGuard = BattleMasterTankVoiceMove
4655    VoiceAttack = BattleMasterTankVoiceAttack
4656    SoundMoveStart = BattleMasterTankMoveStart
4657    SoundMoveStartDamaged = BattleMasterTankMoveStart
4658  
4659    UnitSpecificSounds
4660      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
4661      VoiceCreate          = BattleMasterTankVoiceCreate
4662      TurretMoveStart = NoSound
4663      TurretMoveLoop = TurretMoveLoop
4664      VoiceCrush = BattleMasterTankVoiceCrush
4665      VoiceEnter = BattleMasterTankVoiceMove
4666    End
4667  
4668    ; *** ENGINEERING Parameters ***
4669    RadarPriority = UNIT
4670    KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
4671  
4672    Body = ActiveBody ModuleTag_02
4673      MaxHealth       = 700.0
4674      InitialHealth   = 700.0
4675    End
4676  
4677    Behavior = AIUpdateInterface ModuleTag_03
4678      Turret
4679        TurretTurnRate = 120   ; turn rate, in degrees per sec
4680        ControlledWeaponSlots = PRIMARY
4681      End
4682  
4683      AltTurret
4684        TurretTurnRate = 360   ; turn rate, in degrees per sec
4685        ControlledWeaponSlots = SECONDARY TERTIARY
4686      End
4687      AutoAcquireEnemiesWhenIdle = Yes
4688    End
4689  
4690    Locomotor = SET_NORMAL BattleMasterLocomotor
4691    Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor
4692  
4693    Behavior = HordeUpdate ModuleTag_04
4694      RubOffRadius = 150    ; if I am this close to a real hordesman, I will get to be an honorary hordesman
4695      UpdateRate = 1000     ; how often to recheck horde status (msec)
4696      Radius = 75           ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
4697      KindOf = VEHICLE      ; what KindOf's must match to count towards horde-ness
4698      AlliesOnly = Yes      ; do we only count allies towards horde status?
4699      ExactMatch = Yes      ; do we only count units of our exact same type towards horde status? (overrides kindof)
4700      Count = 5             ; how many units must be within Radius to grant us horde-ness
4701      Action = HORDE        ; when horde-ing, grant us the HORDE bonus
4702    End
4703  
4704    Behavior = PhysicsBehavior ModuleTag_05
4705      Mass = 40.0
4706    End
4707  
4708    Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
4709      DeathWeapon   = NuclearTankDeathWeapon
4710      StartsActive  = No                        ; turned on by upgrade
4711      TriggeredBy   = Upgrade_ChinaNuclearTanks
4712    End
4713    Behavior = LocomotorSetUpgrade ModuleTag_07
4714      TriggeredBy = Upgrade_ChinaNuclearTanks
4715    End
4716  
4717    ; A crushing defeat
4718    Behavior = DestroyDie ModuleTag_08
4719      DeathTypes = NONE +CRUSHED +SPLATTED
4720    End
4721    Behavior = FXListDie ModuleTag_09
4722      DeathTypes = NONE +CRUSHED +SPLATTED
4723      DeathFX = FX_CarCrush
4724    End
4725    Behavior = CreateObjectDie ModuleTag_10
4726      DeathTypes = NONE +CRUSHED +SPLATTED
4727      CreationList = OCL_CrusaderTank_CrushEffect
4728    End
4729    Behavior = CreateCrateDie ModuleTag_11
4730      CrateData = SalvageCrateData
4731      ;CrateData = EliteTankCrateData
4732      ;CrateData = HeroicTankCrateData
4733    End
4734  
4735  
4736    Behavior = SlowDeathBehavior ModuleTag_12
4737      DeathTypes = ALL -CRUSHED -SPLATTED
4738      ProbabilityModifier = 25
4739      DestructionDelay = 200
4740      DestructionDelayVariance = 100
4741      OCL = FINAL    OCL_ChinaTankBattleMasterDebris
4742      FX  = FINAL    FX_BattleMasterExplosionOneFinal
4743    End
4744  
4745    Behavior = TransitionDamageFX ModuleTag_13
4746      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
4747      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
4748    End
4749  
4750  
4751  
4752    Behavior = FlammableUpdate ModuleTag_21
4753      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
4754      AflameDamageAmount = 3       ; taking this much damage...
4755      AflameDamageDelay = 500       ; this often.
4756    End
4757  
4758    Geometry = BOX
4759    GeometryMajorRadius = 13.0
4760    GeometryMinorRadius = 9.0
4761    GeometryHeight = 10
4762    GeometryIsSmall = Yes
4763    Shadow = SHADOW_VOLUME
4764    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
4765  
4766  End
4767  ;------------------------------------------------------------------------------
4768  Object Tank_ChinaVehicleListeningOutpost
4769  
4770    ; *** ART Parameters ***
4771    SelectPortrait         = NVLOutpost_L
4772    ButtonImage            = NVLOutpost
4773    
4774    Draw = W3DTruckDraw ModuleTag_01
4775      OkToChangeModelColor = Yes
4776  
4777      ExtraPublicBone = IRFX
4778      
4779      ConditionState = NONE
4780        Model = NVLOUTPOST
4781      End
4782  
4783      ConditionState       = REALLYDAMAGED  
4784        Model              = NVLOUTPOST_D
4785      End
4786  
4787      ConditionState       = RUBBLE   
4788        Model              = NVLOUTPOST_D1
4789        HideSubObject      = TURRET01      ;Hide the dish, since an ocl makes an airborne one is slow death behavior
4790      End
4791  
4792      TrackMarks = EXTireTrack.tga
4793  
4794      Dust = RocketBuggyDust
4795      DirtSpray = RocketBuggyDirtSpray
4796      LeftFrontTireBone     = TIRE01
4797      RightFrontTireBone    = TIRE02
4798      LeftRearTireBone      = TIRE03
4799      RightRearTireBone     = TIRE04
4800      TireRotationMultiplier      = 0.2   ; this * speed = rotation.
4801      PowerslideRotationAddition  = 0   ; This vehicle doesn't powerslide.
4802    End
4803  
4804    Draw = W3DModelDraw ModuleTag_33
4805      OkToChangeModelColor = Yes
4806      
4807      ConditionState = NONE
4808        Model = NVLOUTPOST_B
4809        Animation = NVLOUTPOST_B.NVLOUTPOST_B
4810        AnimationMode     = LOOP
4811        TransitionKey = Trans_Deployed
4812      End
4813      ConditionState = REALLYDAMAGED
4814        Model = NVLOUTPOST_BD
4815        Animation = NVLOUTPOST_BD.NVLOUTPOST_BD
4816        AnimationMode     = LOOP
4817        TransitionKey = Trans_Deployed_ReallyDamaged
4818      End
4819      
4820      ConditionState = MOVING
4821        Model = NVLOUTPOST_A
4822        Animation = NVLOUTPOST_A.NVLOUTPOST_A
4823        AnimationMode     = LOOP
4824        TransitionKey = Trans_Moving
4825      End
4826      ConditionState = REALLYDAMAGED MOVING
4827        Model = NVLOUTPOST_AD
4828        Animation = NVLOUTPOST_AD.NVLOUTPOST_AD
4829        AnimationMode     = LOOP
4830        TransitionKey = Trans_Moving_ReallyDamaged
4831      End
4832  
4833      ConditionState = RUBBLE
4834        Model = NONE
4835      End
4836      AliasConditionState = RUBBLE MOVING
4837  
4838      ;**** PACKING AND UNPACKING MODES ***
4839      TransitionState     = Trans_Moving Trans_Deployed
4840        Model = NVLOUTPOST_C
4841        Animation = NVLOUTPOST_C.NVLOUTPOST_C
4842        AnimationMode     = ONCE
4843      End
4844      TransitionState     = Trans_Moving_ReallyDamaged Trans_Deployed_ReallyDamaged
4845        Model = NVLOUTPOST_CD
4846        Animation = NVLOUTPOST_CD.NVLOUTPOST_CD
4847        AnimationMode     = ONCE
4848      End
4849  
4850      TransitionState     = Trans_Deployed Trans_Moving 
4851        Model = NVLOUTPOST_C
4852        Animation = NVLOUTPOST_C.NVLOUTPOST_C
4853        AnimationMode     = ONCE_BACKWARDS
4854      End
4855      TransitionState     = Trans_Deployed_ReallyDamaged Trans_Moving_ReallyDamaged 
4856        Model = NVLOUTPOST_CD
4857        Animation = NVLOUTPOST_CD.NVLOUTPOST_CD
4858        AnimationMode     = ONCE_BACKWARDS
4859      End
4860    End
4861  
4862    ; ***DESIGN parameters ***
4863    DisplayName      = OBJECT:ListeningOutpost
4864    Side = ChinaTankGeneral
4865    EditorSorting   = VEHICLE
4866    TransportSlotCount = 8                 ;Just enough to fit into a Chinook.
4867    WeaponSet
4868      Conditions = None 
4869      Weapon = PRIMARY TroopCrawlerAssault
4870    End
4871    ArmorSet
4872      Conditions      = None
4873      Armor           = TankArmor
4874      DamageFX        = TankDamageFX
4875    End
4876    BuildCost       = 950
4877    BuildTime       = 15.0          ;in seconds    
4878    VisionRange     = 250
4879    ShroudClearingRange = 500
4880    Prerequisites
4881      Object = Tank_ChinaWarFactory
4882    End
4883    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
4884    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
4885    CommandSet = ChinaListeningOutpostCommandSet
4886  
4887    ; *** AUDIO Parameters ***
4888    VoiceSelect = ListeningOutpostVoiceSelect
4889    VoiceMove = ListeningOutpostVoiceMove
4890    VoiceGuard = ListeningOutpostVoiceMove
4891    VoiceAttack = ListeningOutpostVoiceAttack
4892    SoundMoveStart = RadarVanMoveStart
4893    SoundMoveStartDamaged = RadarVanMoveStart
4894    SoundEnter = HumveeEnter
4895    SoundExit = HumveeExit
4896    UnitSpecificSounds
4897      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
4898      VoiceCreate     = ListeningOutpostVoiceCreate
4899      TurretMoveStart = NoSound
4900      TurretMoveLoop = TurretMoveLoop
4901      TruckLandingSound = NoSound ;RocketBuggyLand
4902      TruckPowerslideSound = NoSound ;RocketBuggyPowerslide
4903      VoiceCrush = NoSound
4904      VoiceUnload   = NoSound ; nothing recorded
4905      VoiceEnter = ListeningOutpostVoiceMove
4906    End
4907  
4908    ; *** ENGINEERING Parameters ***
4909    RadarPriority = UNIT
4910    KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE
4911    
4912    Body = ActiveBody ModuleTag_02
4913      MaxHealth       = 240.0
4914      InitialHealth   = 240.0
4915  
4916      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
4917      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
4918      SubdualDamageCap = 480
4919      SubdualDamageHealRate = 500
4920      SubdualDamageHealAmount = 50
4921    End
4922    Behavior = StealthDetectorUpdate ModuleTag_03
4923      DetectionRate             = 900   ; how often to rescan for stealthed things in my sight (msec)
4924      DetectionRange            = 300 ;Dustin, enable this for independant balancing!
4925      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
4926      CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
4927  ;    PingSound                 = IRPing
4928  ;    LoudPingSound             = IRPingLoud
4929  ;    IRParticleSysName         = IRDetectSonar
4930  ;    IRBrightParticleSysName   = IRDetectSonarBright
4931      IRGridParticleSysName     = IRDetectGrid
4932      IRBeaconParticleSysName   = IRLenzflare
4933      IRParticleSysBone         = IRFX
4934    End
4935  
4936    Behavior = AssaultTransportAIUpdate ModuleTag_NewAI
4937      MembersGetHealedAtLifeRatio = 0.5
4938    End
4939    Behavior = StealthUpdate ModuleTag_04
4940      StealthDelay                = 2000 ; msec
4941      StealthForbiddenConditions  = MOVING RIDERS_ATTACKING
4942      FriendlyOpacityMin          = 50.0%
4943      FriendlyOpacityMax          = 100.0%
4944      InnateStealth               = Yes
4945      OrderIdleEnemiesToAttackMeUponReveal  = Yes
4946    End
4947  
4948    Locomotor = SET_NORMAL ListeningOutpostLocomotor
4949    Behavior = PhysicsBehavior ModuleTag_05
4950      Mass = 90.0
4951    End
4952    Behavior = TransportContain ModuleTag_06
4953      PassengersAllowedToFire = Yes
4954      Slots                 = 2
4955      InitialPayload        = Tank_ChinaInfantryTankHunter 2
4956      ScatterNearbyOnExit   = No
4957      HealthRegen%PerSec    = 10
4958      DamagePercentToUnits  = 10%
4959      AllowInsideKindOf     = INFANTRY
4960      ExitDelay         = 250
4961      NumberOfExitPaths = 3 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
4962      GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
4963    End
4964  
4965    Behavior = SlowDeathBehavior ModuleTag_07
4966      DeathTypes = ALL -CRUSHED -SPLATTED
4967      DestructionDelay = 1789
4968      FX  = INITIAL    FX_SupplyTruckExplosionOneFinal
4969      OCL = INITIAL    OCL_InitialListeningOutpostDebris
4970      FX  = FINAL    FX_SupplyTruckExplosionOneFinal
4971      OCL = FINAL    OCL_FinalListeningOutpostDebris
4972    End
4973  
4974    Behavior                 = TransitionDamageFX ModuleTag_08
4975      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
4976      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
4977    End
4978  
4979    Behavior = DestroyDie ModuleTag_09
4980      DeathTypes = NONE +CRUSHED +SPLATTED
4981    End
4982  
4983    Behavior = FXListDie ModuleTag_10
4984      DeathTypes = NONE +CRUSHED +SPLATTED
4985      DeathFX = FX_CarCrush
4986    End
4987  
4988    ; A crushing defeat
4989    Behavior = FXListDie ModuleTag_11
4990      DeathTypes = NONE +CRUSHED +SPLATTED
4991      DeathFX = FX_CarCrush
4992    End
4993  
4994    Behavior = CreateCrateDie ModuleTag_12
4995      CrateData = SalvageCrateData
4996      ;CrateData = EliteTankCrateData
4997      ;CrateData = HeroicTankCrateData
4998    End
4999  
5000    Behavior = FlammableUpdate ModuleTag_21
5001      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
5002      AflameDamageAmount = 3       ; taking this much damage...
5003      AflameDamageDelay = 500       ; this often.
5004    End
5005  
5006    Geometry = BOX
5007    GeometryMajorRadius = 20.0
5008    GeometryMinorRadius = 9.0
5009    GeometryHeight = 13.0     
5010    GeometryIsSmall = No
5011    Shadow = SHADOW_VOLUME
5012    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    
5013  
5014  End
5015  
5016  
5017  
5018  
5019  
5020  
5021  
5022  
5023  
5024  
5025  
5026  
5027  
5028  
5029  
5030  
5031  
5032  
5033  
5034  
5035  ;------------------------------------------------------------------------------
5036  ;China Neutron Missile, NukeSilo, Nuke Silo
5037  Object Tank_ChinaNuclearMissileLauncher
5038  
5039    ; *** ART Parameters ***
5040    SelectPortrait         = SNNukeMisl_L
5041    ButtonImage            = SNNukeMisl
5042    SelectPortrait = SNNukeMisl_L
5043    ButtonImage            = SNNukeMisl
5044    Draw = W3DModelDraw ModuleTag_01
5045      OkToChangeModelColor = Yes
5046      ; day
5047      ConditionState      = NONE
5048        Model             = NBNMissle
5049      End
5050      ConditionState      = SOLD
5051        Model             = NONE
5052      End  
5053      ConditionState      = SOLD SNOW
5054        Model             = NONE
5055  
5056      End   
5057      ConditionState      = SOLD NIGHT
5058        Model             = NONE
5059      End    
5060      ConditionState      = SOLD NIGHT SNOW
5061        Model             = NONE
5062      End     
5063      
5064      
5065      ConditionState      = DAMAGED
5066        Model             = NBNMissle_D
5067        ParticleSysBone   = Smoke01 SmolderingSmoke
5068        ParticleSysBone   = Smoke02 SmolderingSmoke
5069        ParticleSysBone   = Smoke03 SmolderingSmoke
5070        ParticleSysBone   = Smoke04 SmolderingSmoke
5071        ParticleSysBone   = Smoke01 SmolderingFire
5072        ParticleSysBone   = Smoke02 SmolderingFire
5073        ParticleSysBone   = Smoke03 SmolderingFire
5074        ParticleSysBone   = Smoke04 SmolderingFire
5075      End
5076       ConditionState     = REALLYDAMAGED RUBBLE
5077        Model             = NBNMissle_E
5078        ParticleSysBone   = Smoke01 SmolderingSmoke
5079        ParticleSysBone   = Smoke02 SmolderingSmoke
5080        ParticleSysBone   = Smoke03 SmolderingSmoke
5081        ParticleSysBone   = Smoke04 SmolderingSmoke
5082        ParticleSysBone   = Smoke05 SmolderingSmoke
5083        ParticleSysBone   = Smoke06 SmolderingSmoke
5084        ParticleSysBone   = Smoke01 SmolderingFire
5085        ParticleSysBone   = Smoke02 SmolderingFire
5086        ParticleSysBone   = Smoke03 SmolderingFire
5087        ParticleSysBone   = Smoke04 SmolderingFire
5088        ParticleSysBone   = Smoke05 SmolderingFire
5089        ParticleSysBone   = Smoke06 SmolderingFire
5090      End 
5091      ConditionState      = AWAITING_CONSTRUCTION
5092        Model             = None
5093      End
5094      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5095        Model             = NBNMissle
5096        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5097      END   
5098      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
5099        Model             = NBNMissle_D
5100        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5101      END   
5102      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
5103        Model             = NBNMissle_E
5104        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5105      END   
5106      ConditionState      = DOOR_1_OPENING
5107        Model             = NBNMissle_A2
5108        Animation         = NBNMissle_A2.NBNMissle_A2
5109        AnimationMode     = ONCE
5110        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5111      End   
5112      ConditionState      = DOOR_1_WAITING_OPEN
5113        Model             = NBNMissle_A2
5114        Animation         = NBNMissle_A2.NBNMissle_A2
5115        AnimationMode     = MANUAL
5116        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5117        WeaponLaunchBone  = PRIMARY RockPos
5118        ParticleSysBone   = Steam01 BigMissileSteam
5119        ParticleSysBone   = Steam02 BigMissileSteam
5120      End   
5121      ConditionState      = DOOR_1_WAITING_TO_CLOSE
5122        Model             = NBNMissle_A3
5123        Animation         = NBNMissle_A3.NBNMissle_A3
5124        AnimationMode     = MANUAL
5125        Flags             = START_FRAME_FIRST
5126        WeaponLaunchBone  = PRIMARY RockPos
5127      End   
5128      ConditionState      = DOOR_1_CLOSING
5129        Model             = NBNMissle_A3
5130        Animation         = NBNMissle_A3.NBNMissle_A3
5131        AnimationMode     = ONCE
5132        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5133      End   
5134      ConditionState      = DOOR_1_OPENING DAMAGED 
5135        Model             = NBNMissle_A2D
5136        Animation         = NBNMissle_A2D.NBNMissle_A2D
5137        AnimationMode     = ONCE
5138        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5139        ParticleSysBone   = Smoke01 SmolderingSmoke
5140        ParticleSysBone   = Smoke02 SmolderingSmoke
5141        ParticleSysBone   = Smoke03 SmolderingSmoke
5142        ParticleSysBone   = Smoke04 SmolderingSmoke
5143        ParticleSysBone   = Smoke05 SmolderingSmoke
5144        ParticleSysBone   = Smoke06 SmolderingSmoke
5145        ParticleSysBone   = Smoke01 SmolderingFire
5146        ParticleSysBone   = Smoke02 SmolderingFire
5147        ParticleSysBone   = Smoke03 SmolderingFire
5148        ParticleSysBone   = Smoke04 SmolderingFire
5149        ParticleSysBone   = Smoke05 SmolderingFire
5150        ParticleSysBone   = Smoke06 SmolderingFire
5151  
5152        ParticleSysBone   = Steam01 BigMissileSteam
5153        ParticleSysBone   = Steam02 BigMissileSteam
5154      End   
5155      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED 
5156        Model             = NBNMissle_A2D
5157        Animation         = NBNMissle_A2D.NBNMissle_A2D
5158        AnimationMode     = MANUAL
5159        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5160        WeaponLaunchBone  = PRIMARY RockPos
5161        ParticleSysBone   = Smoke01 SmolderingSmoke
5162        ParticleSysBone   = Smoke02 SmolderingSmoke
5163        ParticleSysBone   = Smoke03 SmolderingSmoke
5164        ParticleSysBone   = Smoke04 SmolderingSmoke
5165        ParticleSysBone   = Smoke05 SmolderingSmoke
5166        ParticleSysBone   = Smoke06 SmolderingSmoke
5167        ParticleSysBone   = Smoke01 SmolderingFire
5168        ParticleSysBone   = Smoke02 SmolderingFire
5169        ParticleSysBone   = Smoke03 SmolderingFire
5170        ParticleSysBone   = Smoke04 SmolderingFire
5171        ParticleSysBone   = Smoke05 SmolderingFire
5172        ParticleSysBone   = Smoke06 SmolderingFire
5173        ParticleSysBone   = Steam01 BigMissileSteam
5174        ParticleSysBone   = Steam02 BigMissileSteam
5175      End   
5176      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED 
5177        Model             = NBNMissle_A3D
5178        Animation         = NBNMissle_A3D.NBNMissle_A3D
5179        AnimationMode     = MANUAL
5180        Flags             = START_FRAME_FIRST
5181        WeaponLaunchBone  = PRIMARY RockPos
5182        ParticleSysBone   = Smoke01 SmolderingSmoke
5183        ParticleSysBone   = Smoke02 SmolderingSmoke
5184        ParticleSysBone   = Smoke03 SmolderingSmoke
5185        ParticleSysBone   = Smoke04 SmolderingSmoke
5186        ParticleSysBone   = Smoke05 SmolderingSmoke
5187        ParticleSysBone   = Smoke06 SmolderingSmoke
5188        ParticleSysBone   = Smoke01 SmolderingFire
5189        ParticleSysBone   = Smoke02 SmolderingFire
5190        ParticleSysBone   = Smoke03 SmolderingFire
5191        ParticleSysBone   = Smoke04 SmolderingFire
5192        ParticleSysBone   = Smoke05 SmolderingFire
5193        ParticleSysBone   = Smoke06 SmolderingFire
5194      End   
5195      ConditionState      = DOOR_1_CLOSING DAMAGED 
5196        Model             = NBNMissle_A3D
5197        Animation         = NBNMissle_A3D.NBNMissle_A3D
5198        AnimationMode     = ONCE
5199        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5200        ParticleSysBone   = Smoke01 SmolderingSmoke
5201        ParticleSysBone   = Smoke02 SmolderingSmoke
5202        ParticleSysBone   = Smoke03 SmolderingSmoke
5203        ParticleSysBone   = Smoke04 SmolderingSmoke
5204        ParticleSysBone   = Smoke05 SmolderingSmoke
5205        ParticleSysBone   = Smoke06 SmolderingSmoke
5206        ParticleSysBone   = Smoke01 SmolderingFire
5207        ParticleSysBone   = Smoke02 SmolderingFire
5208        ParticleSysBone   = Smoke03 SmolderingFire
5209        ParticleSysBone   = Smoke04 SmolderingFire
5210        ParticleSysBone   = Smoke05 SmolderingFire
5211        ParticleSysBone   = Smoke06 SmolderingFire
5212      End   
5213      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE 
5214        Model             = NBNMissle_A2E
5215        Animation         = NBNMissle_A2E.NBNMissle_A2E
5216        AnimationMode     = ONCE
5217        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5218        ParticleSysBone   = Smoke01 SmolderingSmoke
5219        ParticleSysBone   = Smoke02 SmolderingSmoke
5220        ParticleSysBone   = Smoke03 SmolderingSmoke
5221        ParticleSysBone   = Smoke04 SmolderingSmoke
5222        ParticleSysBone   = Smoke05 SmolderingSmoke
5223        ParticleSysBone   = Smoke06 SmolderingSmoke
5224        ParticleSysBone   = Smoke01 SmolderingFire
5225        ParticleSysBone   = Smoke02 SmolderingFire
5226        ParticleSysBone   = Smoke03 SmolderingFire
5227        ParticleSysBone   = Smoke04 SmolderingFire
5228        ParticleSysBone   = Smoke05 SmolderingFire
5229        ParticleSysBone   = Smoke06 SmolderingFire
5230        ParticleSysBone   = Steam01 BigMissileSteam
5231        ParticleSysBone   = Steam02 BigMissileSteam
5232      End   
5233      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 
5234        Model             = NBNMissle_A2E
5235        Animation         = NBNMissle_A2E.NBNMissle_A2E
5236        AnimationMode     = MANUAL
5237        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5238        WeaponLaunchBone  = PRIMARY RockPos
5239        ParticleSysBone   = Smoke01 SmolderingSmoke
5240        ParticleSysBone   = Smoke02 SmolderingSmoke
5241        ParticleSysBone   = Smoke03 SmolderingSmoke
5242        ParticleSysBone   = Smoke04 SmolderingSmoke
5243        ParticleSysBone   = Smoke05 SmolderingSmoke
5244        ParticleSysBone   = Smoke06 SmolderingSmoke
5245        ParticleSysBone   = Smoke01 SmolderingFire
5246        ParticleSysBone   = Smoke02 SmolderingFire
5247        ParticleSysBone   = Smoke03 SmolderingFire
5248        ParticleSysBone   = Smoke04 SmolderingFire
5249        ParticleSysBone   = Smoke05 SmolderingFire
5250        ParticleSysBone   = Smoke06 SmolderingFire
5251        ParticleSysBone   = Steam01 BigMissileSteam
5252        ParticleSysBone   = Steam02 BigMissileSteam
5253      End   
5254      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 
5255        Model             = NBNMissle_A3E
5256        Animation         = NBNMissle_A3E.NBNMissle_A3E
5257        AnimationMode     = MANUAL
5258        Flags             = START_FRAME_FIRST
5259        WeaponLaunchBone  = PRIMARY RockPos
5260        ParticleSysBone   = Smoke01 SmolderingSmoke
5261        ParticleSysBone   = Smoke02 SmolderingSmoke
5262        ParticleSysBone   = Smoke03 SmolderingSmoke
5263        ParticleSysBone   = Smoke04 SmolderingSmoke
5264        ParticleSysBone   = Smoke05 SmolderingSmoke
5265        ParticleSysBone   = Smoke06 SmolderingSmoke
5266        ParticleSysBone   = Smoke01 SmolderingFire
5267        ParticleSysBone   = Smoke02 SmolderingFire
5268        ParticleSysBone   = Smoke03 SmolderingFire
5269        ParticleSysBone   = Smoke04 SmolderingFire
5270        ParticleSysBone   = Smoke05 SmolderingFire
5271        ParticleSysBone   = Smoke06 SmolderingFire
5272      End   
5273      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 
5274        Model             = NBNMissle_A3E
5275        Animation         = NBNMissle_A3E.NBNMissle_A3E
5276        AnimationMode     = ONCE
5277        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5278        ParticleSysBone   = Smoke01 SmolderingSmoke
5279        ParticleSysBone   = Smoke02 SmolderingSmoke
5280        ParticleSysBone   = Smoke03 SmolderingSmoke
5281        ParticleSysBone   = Smoke04 SmolderingSmoke
5282        ParticleSysBone   = Smoke05 SmolderingSmoke
5283        ParticleSysBone   = Smoke06 SmolderingSmoke
5284        ParticleSysBone   = Smoke01 SmolderingFire
5285        ParticleSysBone   = Smoke02 SmolderingFire
5286        ParticleSysBone   = Smoke03 SmolderingFire
5287        ParticleSysBone   = Smoke04 SmolderingFire
5288        ParticleSysBone   = Smoke05 SmolderingFire
5289        ParticleSysBone   = Smoke06 SmolderingFire
5290      End   
5291  
5292      ; night
5293      ConditionState      = NIGHT
5294        Model             = NBNMissle_N
5295      End
5296      ConditionState      = DAMAGED NIGHT
5297        Model             = NBNMissle_DN
5298        ParticleSysBone   = Smoke01 SmolderingSmoke
5299        ParticleSysBone   = Smoke02 SmolderingSmoke
5300        ParticleSysBone   = Smoke03 SmolderingSmoke
5301        ParticleSysBone   = Smoke04 SmolderingSmoke
5302        ParticleSysBone   = Smoke01 SmolderingFire
5303        ParticleSysBone   = Smoke02 SmolderingFire
5304        ParticleSysBone   = Smoke03 SmolderingFire
5305        ParticleSysBone   = Smoke04 SmolderingFire
5306      End
5307       ConditionState     = REALLYDAMAGED RUBBLE NIGHT
5308        Model             = NBNMissle_EN
5309        ParticleSysBone   = Smoke01 SmolderingSmoke
5310        ParticleSysBone   = Smoke02 SmolderingSmoke
5311        ParticleSysBone   = Smoke03 SmolderingSmoke
5312        ParticleSysBone   = Smoke04 SmolderingSmoke
5313        ParticleSysBone   = Smoke05 SmolderingSmoke
5314        ParticleSysBone   = Smoke06 SmolderingSmoke
5315        ParticleSysBone   = Smoke01 SmolderingFire
5316        ParticleSysBone   = Smoke02 SmolderingFire
5317        ParticleSysBone   = Smoke03 SmolderingFire
5318        ParticleSysBone   = Smoke04 SmolderingFire
5319        ParticleSysBone   = Smoke05 SmolderingFire
5320        ParticleSysBone   = Smoke06 SmolderingFire
5321      End
5322      ConditionState      = AWAITING_CONSTRUCTION NIGHT
5323        Model             = None
5324      End
5325      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
5326        Model             = NBNMissle_N
5327        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5328      END       
5329      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
5330        Model             = NBNMissle_DN
5331        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5332      END       
5333      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
5334        Model             = NBNMissle_EN
5335        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5336      END       
5337      ConditionState      = DOOR_1_OPENING NIGHT
5338        Model             = NBNMissle_A2N
5339        Animation         = NBNMissle_A2N.NBNMissle_A2N
5340        AnimationMode     = ONCE
5341        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5342      End   
5343      ConditionState      = DOOR_1_WAITING_OPEN NIGHT
5344        Model             = NBNMissle_A2N
5345        Animation         = NBNMissle_A2N.NBNMissle_A2N
5346        AnimationMode     = MANUAL
5347        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5348        WeaponLaunchBone  = PRIMARY RockPos
5349        ParticleSysBone   = Steam01 BigMissileSteam
5350        ParticleSysBone   = Steam02 BigMissileSteam
5351      End   
5352      ConditionState      = DOOR_1_WAITING_TO_CLOSE NIGHT
5353        Model             = NBNMissle_A3N
5354        Animation         = NBNMissle_A3N.NBNMissle_A3N
5355        AnimationMode     = MANUAL
5356        Flags             = START_FRAME_FIRST
5357        WeaponLaunchBone  = PRIMARY RockPos
5358      End   
5359      ConditionState      = DOOR_1_CLOSING NIGHT
5360        Model             = NBNMissle_A3N
5361        Animation         = NBNMissle_A3N.NBNMissle_A3N
5362        AnimationMode     = ONCE
5363        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5364      End   
5365      ConditionState      = DOOR_1_OPENING DAMAGED NIGHT
5366        Model             = NBNMissle_A2DN
5367        Animation         = NBNMissle_A2DN.NBNMissle_A2DN
5368        AnimationMode     = ONCE
5369        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5370        ParticleSysBone   = Smoke01 SmolderingSmoke
5371        ParticleSysBone   = Smoke02 SmolderingSmoke
5372        ParticleSysBone   = Smoke03 SmolderingSmoke
5373        ParticleSysBone   = Smoke04 SmolderingSmoke
5374        ParticleSysBone   = Smoke05 SmolderingSmoke
5375        ParticleSysBone   = Smoke06 SmolderingSmoke
5376        ParticleSysBone   = Smoke01 SmolderingFire
5377        ParticleSysBone   = Smoke02 SmolderingFire
5378        ParticleSysBone   = Smoke03 SmolderingFire
5379        ParticleSysBone   = Smoke04 SmolderingFire
5380        ParticleSysBone   = Smoke05 SmolderingFire
5381        ParticleSysBone   = Smoke06 SmolderingFire
5382        ParticleSysBone   = Steam01 BigMissileSteam
5383        ParticleSysBone   = Steam02 BigMissileSteam
5384      End   
5385      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED NIGHT
5386        Model             = NBNMissle_A2DN
5387        Animation         = NBNMissle_A2DN.NBNMissle_A2DN
5388        AnimationMode     = MANUAL
5389        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5390        WeaponLaunchBone  = PRIMARY RockPos
5391        ParticleSysBone   = Smoke01 SmolderingSmoke
5392        ParticleSysBone   = Smoke02 SmolderingSmoke
5393        ParticleSysBone   = Smoke03 SmolderingSmoke
5394        ParticleSysBone   = Smoke04 SmolderingSmoke
5395        ParticleSysBone   = Smoke05 SmolderingSmoke
5396        ParticleSysBone   = Smoke06 SmolderingSmoke
5397        ParticleSysBone   = Smoke01 SmolderingFire
5398        ParticleSysBone   = Smoke02 SmolderingFire
5399        ParticleSysBone   = Smoke03 SmolderingFire
5400        ParticleSysBone   = Smoke04 SmolderingFire
5401        ParticleSysBone   = Smoke05 SmolderingFire
5402        ParticleSysBone   = Smoke06 SmolderingFire
5403        ParticleSysBone   = Steam01 BigMissileSteam
5404        ParticleSysBone   = Steam02 BigMissileSteam
5405      End   
5406      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT
5407        Model             = NBNMissle_A3DN
5408        Animation         = NBNMissle_A3DN.NBNMissle_A3DN
5409        AnimationMode     = MANUAL
5410        Flags             = START_FRAME_FIRST
5411        WeaponLaunchBone  = PRIMARY RockPos
5412        ParticleSysBone   = Smoke01 SmolderingSmoke
5413        ParticleSysBone   = Smoke02 SmolderingSmoke
5414        ParticleSysBone   = Smoke03 SmolderingSmoke
5415        ParticleSysBone   = Smoke04 SmolderingSmoke
5416        ParticleSysBone   = Smoke05 SmolderingSmoke
5417        ParticleSysBone   = Smoke06 SmolderingSmoke
5418        ParticleSysBone   = Smoke01 SmolderingFire
5419        ParticleSysBone   = Smoke02 SmolderingFire
5420        ParticleSysBone   = Smoke03 SmolderingFire
5421        ParticleSysBone   = Smoke04 SmolderingFire
5422        ParticleSysBone   = Smoke05 SmolderingFire
5423        ParticleSysBone   = Smoke06 SmolderingFire
5424      End   
5425      ConditionState      = DOOR_1_CLOSING DAMAGED NIGHT
5426        Model             = NBNMissle_A3DN
5427        Animation         = NBNMissle_A3DN.NBNMissle_A3DN
5428        AnimationMode     = ONCE
5429        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5430        ParticleSysBone   = Smoke01 SmolderingSmoke
5431        ParticleSysBone   = Smoke02 SmolderingSmoke
5432        ParticleSysBone   = Smoke03 SmolderingSmoke
5433        ParticleSysBone   = Smoke04 SmolderingSmoke
5434        ParticleSysBone   = Smoke05 SmolderingSmoke
5435        ParticleSysBone   = Smoke06 SmolderingSmoke
5436        ParticleSysBone   = Smoke01 SmolderingFire
5437        ParticleSysBone   = Smoke02 SmolderingFire
5438        ParticleSysBone   = Smoke03 SmolderingFire
5439        ParticleSysBone   = Smoke04 SmolderingFire
5440        ParticleSysBone   = Smoke05 SmolderingFire
5441        ParticleSysBone   = Smoke06 SmolderingFire
5442      End   
5443      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT
5444        Model             = NBNMissle_A2EN
5445        Animation         = NBNMissle_A2EN.NBNMissle_A2EN
5446        AnimationMode     = ONCE
5447        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5448        ParticleSysBone   = Smoke01 SmolderingSmoke
5449        ParticleSysBone   = Smoke02 SmolderingSmoke
5450        ParticleSysBone   = Smoke03 SmolderingSmoke
5451        ParticleSysBone   = Smoke04 SmolderingSmoke
5452        ParticleSysBone   = Smoke05 SmolderingSmoke
5453        ParticleSysBone   = Smoke06 SmolderingSmoke
5454        ParticleSysBone   = Smoke01 SmolderingFire
5455        ParticleSysBone   = Smoke02 SmolderingFire
5456        ParticleSysBone   = Smoke03 SmolderingFire
5457        ParticleSysBone   = Smoke04 SmolderingFire
5458        ParticleSysBone   = Smoke05 SmolderingFire
5459        ParticleSysBone   = Smoke06 SmolderingFire
5460        ParticleSysBone   = Steam01 BigMissileSteam
5461        ParticleSysBone   = Steam02 BigMissileSteam
5462      End   
5463      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT
5464        Model             = NBNMissle_A2EN
5465        Animation         = NBNMissle_A2EN.NBNMissle_A2EN
5466        AnimationMode     = MANUAL
5467        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5468        WeaponLaunchBone  = PRIMARY RockPos
5469        ParticleSysBone   = Smoke01 SmolderingSmoke
5470        ParticleSysBone   = Smoke02 SmolderingSmoke
5471        ParticleSysBone   = Smoke03 SmolderingSmoke
5472        ParticleSysBone   = Smoke04 SmolderingSmoke
5473        ParticleSysBone   = Smoke05 SmolderingSmoke
5474        ParticleSysBone   = Smoke06 SmolderingSmoke
5475        ParticleSysBone   = Smoke01 SmolderingFire
5476        ParticleSysBone   = Smoke02 SmolderingFire
5477        ParticleSysBone   = Smoke03 SmolderingFire
5478        ParticleSysBone   = Smoke04 SmolderingFire
5479        ParticleSysBone   = Smoke05 SmolderingFire
5480        ParticleSysBone   = Smoke06 SmolderingFire
5481        ParticleSysBone   = Steam01 BigMissileSteam
5482        ParticleSysBone   = Steam02 BigMissileSteam
5483      End   
5484      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT
5485        Model             = NBNMissle_A3EN
5486        Animation         = NBNMissle_A3EN.NBNMissle_A3EN
5487        AnimationMode     = MANUAL
5488        Flags             = START_FRAME_FIRST
5489        WeaponLaunchBone  = PRIMARY RockPos
5490        ParticleSysBone   = Smoke01 SmolderingSmoke
5491        ParticleSysBone   = Smoke02 SmolderingSmoke
5492        ParticleSysBone   = Smoke03 SmolderingSmoke
5493        ParticleSysBone   = Smoke04 SmolderingSmoke
5494        ParticleSysBone   = Smoke05 SmolderingSmoke
5495        ParticleSysBone   = Smoke06 SmolderingSmoke
5496        ParticleSysBone   = Smoke01 SmolderingFire
5497        ParticleSysBone   = Smoke02 SmolderingFire
5498        ParticleSysBone   = Smoke03 SmolderingFire
5499        ParticleSysBone   = Smoke04 SmolderingFire
5500        ParticleSysBone   = Smoke05 SmolderingFire
5501        ParticleSysBone   = Smoke06 SmolderingFire
5502      End   
5503      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT
5504        Model             = NBNMissle_A3EN
5505        Animation         = NBNMissle_A3EN.NBNMissle_A3EN
5506        AnimationMode     = ONCE
5507        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5508        ParticleSysBone   = Smoke01 SmolderingSmoke
5509        ParticleSysBone   = Smoke02 SmolderingSmoke
5510        ParticleSysBone   = Smoke03 SmolderingSmoke
5511        ParticleSysBone   = Smoke04 SmolderingSmoke
5512        ParticleSysBone   = Smoke05 SmolderingSmoke
5513        ParticleSysBone   = Smoke06 SmolderingSmoke
5514        ParticleSysBone   = Smoke01 SmolderingFire
5515        ParticleSysBone   = Smoke02 SmolderingFire
5516        ParticleSysBone   = Smoke03 SmolderingFire
5517        ParticleSysBone   = Smoke04 SmolderingFire
5518        ParticleSysBone   = Smoke05 SmolderingFire
5519        ParticleSysBone   = Smoke06 SmolderingFire
5520      End   
5521      
5522      ;-------------- SNOW! --------------------
5523      
5524          ConditionState      = SNOW
5525        Model             = NBNMissle_S
5526      End
5527      
5528      ConditionState      = DAMAGED SNOW
5529        Model             = NBNMissle_DS
5530        ParticleSysBone   = Smoke01 SmolderingSmoke
5531        ParticleSysBone   = Smoke02 SmolderingSmoke
5532        ParticleSysBone   = Smoke03 SmolderingSmoke
5533        ParticleSysBone   = Smoke04 SmolderingSmoke
5534        ParticleSysBone   = Smoke01 SmolderingFire
5535        ParticleSysBone   = Smoke02 SmolderingFire
5536        ParticleSysBone   = Smoke03 SmolderingFire
5537        ParticleSysBone   = Smoke04 SmolderingFire
5538      End
5539       ConditionState     = REALLYDAMAGED RUBBLE SNOW
5540        Model             = NBNMissle_ES
5541        ParticleSysBone   = Smoke01 SmolderingSmoke
5542        ParticleSysBone   = Smoke02 SmolderingSmoke
5543        ParticleSysBone   = Smoke03 SmolderingSmoke
5544        ParticleSysBone   = Smoke04 SmolderingSmoke
5545        ParticleSysBone   = Smoke05 SmolderingSmoke
5546        ParticleSysBone   = Smoke06 SmolderingSmoke
5547        ParticleSysBone   = Smoke01 SmolderingFire
5548        ParticleSysBone   = Smoke02 SmolderingFire
5549        ParticleSysBone   = Smoke03 SmolderingFire
5550        ParticleSysBone   = Smoke04 SmolderingFire
5551        ParticleSysBone   = Smoke05 SmolderingFire
5552        ParticleSysBone   = Smoke06 SmolderingFire
5553      End 
5554      ConditionState      = AWAITING_CONSTRUCTION SNOW
5555        Model             = None
5556      End
5557      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
5558        Model             = NBNMissle_S
5559        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5560      END   
5561      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
5562        Model             = NBNMissle_DS
5563        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5564      END   
5565      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
5566        Model             = NBNMissle_ES
5567        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5568      END   
5569      ConditionState      = DOOR_1_OPENING SNOW
5570        Model             = NBNMissle_A2S
5571        Animation         = NBNMissle_A2S.NBNMissle_A2S
5572        AnimationMode     = ONCE
5573        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5574      End   
5575      ConditionState      = DOOR_1_WAITING_OPEN SNOW
5576        Model             = NBNMissle_A2S
5577        Animation         = NBNMissle_A2S.NBNMissle_A2S
5578        AnimationMode     = MANUAL
5579        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5580        WeaponLaunchBone  = PRIMARY RockPos
5581        ParticleSysBone   = Steam01 BigMissileSteam
5582        ParticleSysBone   = Steam02 BigMissileSteam
5583      End   
5584      ConditionState      = DOOR_1_WAITING_TO_CLOSE SNOW
5585        Model             = NBNMissle_A3S
5586        Animation         = NBNMissle_A3S.NBNMissle_A3S
5587        AnimationMode     = MANUAL
5588        Flags             = START_FRAME_FIRST
5589        WeaponLaunchBone  = PRIMARY RockPos
5590      End   
5591      ConditionState      = DOOR_1_CLOSING SNOW
5592        Model             = NBNMissle_A3S
5593        Animation         = NBNMissle_A3S.NBNMissle_A3S
5594        AnimationMode     = ONCE
5595        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5596      End   
5597      ConditionState      = DOOR_1_OPENING DAMAGED SNOW
5598        Model             = NBNMissle_A2DS
5599        Animation         = NBNMissle_A2DS.NBNMissle_A2DS
5600        AnimationMode     = ONCE
5601        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5602        ParticleSysBone   = Smoke01 SmolderingSmoke
5603        ParticleSysBone   = Smoke02 SmolderingSmoke
5604        ParticleSysBone   = Smoke03 SmolderingSmoke
5605        ParticleSysBone   = Smoke04 SmolderingSmoke
5606        ParticleSysBone   = Smoke05 SmolderingSmoke
5607        ParticleSysBone   = Smoke06 SmolderingSmoke
5608        ParticleSysBone   = Smoke01 SmolderingFire
5609        ParticleSysBone   = Smoke02 SmolderingFire
5610        ParticleSysBone   = Smoke03 SmolderingFire
5611        ParticleSysBone   = Smoke04 SmolderingFire
5612        ParticleSysBone   = Smoke05 SmolderingFire
5613        ParticleSysBone   = Smoke06 SmolderingFire
5614        ParticleSysBone   = Steam01 BigMissileSteam
5615        ParticleSysBone   = Steam02 BigMissileSteam
5616      End   
5617      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED SNOW
5618        Model             = NBNMissle_A2DS
5619        Animation         = NBNMissle_A2DS.NBNMissle_A2DS
5620        AnimationMode     = MANUAL
5621        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5622        WeaponLaunchBone  = PRIMARY RockPos
5623        ParticleSysBone   = Smoke01 SmolderingSmoke
5624        ParticleSysBone   = Smoke02 SmolderingSmoke
5625        ParticleSysBone   = Smoke03 SmolderingSmoke
5626        ParticleSysBone   = Smoke04 SmolderingSmoke
5627        ParticleSysBone   = Smoke05 SmolderingSmoke
5628        ParticleSysBone   = Smoke06 SmolderingSmoke
5629        ParticleSysBone   = Smoke01 SmolderingFire
5630        ParticleSysBone   = Smoke02 SmolderingFire
5631        ParticleSysBone   = Smoke03 SmolderingFire
5632        ParticleSysBone   = Smoke04 SmolderingFire
5633        ParticleSysBone   = Smoke05 SmolderingFire
5634        ParticleSysBone   = Smoke06 SmolderingFire
5635        ParticleSysBone   = Steam01 BigMissileSteam
5636        ParticleSysBone   = Steam02 BigMissileSteam
5637      End   
5638      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW
5639        Model             = NBNMissle_A3DS
5640        Animation         = NBNMissle_A3DS.NBNMissle_A3DS
5641        AnimationMode     = MANUAL
5642        Flags             = START_FRAME_FIRST
5643        WeaponLaunchBone  = PRIMARY RockPos
5644        ParticleSysBone   = Smoke01 SmolderingSmoke
5645        ParticleSysBone   = Smoke02 SmolderingSmoke
5646        ParticleSysBone   = Smoke03 SmolderingSmoke
5647        ParticleSysBone   = Smoke04 SmolderingSmoke
5648        ParticleSysBone   = Smoke05 SmolderingSmoke
5649        ParticleSysBone   = Smoke06 SmolderingSmoke
5650        ParticleSysBone   = Smoke01 SmolderingFire
5651        ParticleSysBone   = Smoke02 SmolderingFire
5652        ParticleSysBone   = Smoke03 SmolderingFire
5653        ParticleSysBone   = Smoke04 SmolderingFire
5654        ParticleSysBone   = Smoke05 SmolderingFire
5655        ParticleSysBone   = Smoke06 SmolderingFire
5656      End   
5657      ConditionState      = DOOR_1_CLOSING DAMAGED SNOW
5658        Model             = NBNMissle_A3DS
5659        Animation         = NBNMissle_A3DS.NBNMissle_A3DS
5660        AnimationMode     = ONCE
5661        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5662        ParticleSysBone   = Smoke01 SmolderingSmoke
5663        ParticleSysBone   = Smoke02 SmolderingSmoke
5664        ParticleSysBone   = Smoke03 SmolderingSmoke
5665        ParticleSysBone   = Smoke04 SmolderingSmoke
5666        ParticleSysBone   = Smoke05 SmolderingSmoke
5667        ParticleSysBone   = Smoke06 SmolderingSmoke
5668        ParticleSysBone   = Smoke01 SmolderingFire
5669        ParticleSysBone   = Smoke02 SmolderingFire
5670        ParticleSysBone   = Smoke03 SmolderingFire
5671        ParticleSysBone   = Smoke04 SmolderingFire
5672        ParticleSysBone   = Smoke05 SmolderingFire
5673        ParticleSysBone   = Smoke06 SmolderingFire
5674      End   
5675      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW
5676        Model             = NBNMissle_A2ES
5677        Animation         = NBNMissle_A2ES.NBNMissle_A2ES
5678        AnimationMode     = ONCE
5679        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5680        ParticleSysBone   = Smoke01 SmolderingSmoke
5681        ParticleSysBone   = Smoke02 SmolderingSmoke
5682        ParticleSysBone   = Smoke03 SmolderingSmoke
5683        ParticleSysBone   = Smoke04 SmolderingSmoke
5684        ParticleSysBone   = Smoke05 SmolderingSmoke
5685        ParticleSysBone   = Smoke06 SmolderingSmoke
5686        ParticleSysBone   = Smoke01 SmolderingFire
5687        ParticleSysBone   = Smoke02 SmolderingFire
5688        ParticleSysBone   = Smoke03 SmolderingFire
5689        ParticleSysBone   = Smoke04 SmolderingFire
5690        ParticleSysBone   = Smoke05 SmolderingFire
5691        ParticleSysBone   = Smoke06 SmolderingFire
5692        ParticleSysBone   = Steam01 BigMissileSteam
5693        ParticleSysBone   = Steam02 BigMissileSteam
5694      End   
5695      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW
5696        Model             = NBNMissle_A2ES
5697        Animation         = NBNMissle_A2ES.NBNMissle_A2ES
5698        AnimationMode     = MANUAL
5699        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5700        WeaponLaunchBone  = PRIMARY RockPos
5701        ParticleSysBone   = Smoke01 SmolderingSmoke
5702        ParticleSysBone   = Smoke02 SmolderingSmoke
5703        ParticleSysBone   = Smoke03 SmolderingSmoke
5704        ParticleSysBone   = Smoke04 SmolderingSmoke
5705        ParticleSysBone   = Smoke05 SmolderingSmoke
5706        ParticleSysBone   = Smoke06 SmolderingSmoke
5707        ParticleSysBone   = Smoke01 SmolderingFire
5708        ParticleSysBone   = Smoke02 SmolderingFire
5709        ParticleSysBone   = Smoke03 SmolderingFire
5710        ParticleSysBone   = Smoke04 SmolderingFire
5711        ParticleSysBone   = Smoke05 SmolderingFire
5712        ParticleSysBone   = Smoke06 SmolderingFire
5713        ParticleSysBone   = Steam01 BigMissileSteam
5714        ParticleSysBone   = Steam02 BigMissileSteam
5715      End   
5716      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW
5717        Model             = NBNMissle_A3ES
5718        Animation         = NBNMissle_A3ES.NBNMissle_A3ES
5719        AnimationMode     = MANUAL
5720        Flags             = START_FRAME_FIRST
5721        WeaponLaunchBone  = PRIMARY RockPos
5722        ParticleSysBone   = Smoke01 SmolderingSmoke
5723        ParticleSysBone   = Smoke02 SmolderingSmoke
5724        ParticleSysBone   = Smoke03 SmolderingSmoke
5725        ParticleSysBone   = Smoke04 SmolderingSmoke
5726        ParticleSysBone   = Smoke05 SmolderingSmoke
5727        ParticleSysBone   = Smoke06 SmolderingSmoke
5728        ParticleSysBone   = Smoke01 SmolderingFire
5729        ParticleSysBone   = Smoke02 SmolderingFire
5730        ParticleSysBone   = Smoke03 SmolderingFire
5731        ParticleSysBone   = Smoke04 SmolderingFire
5732        ParticleSysBone   = Smoke05 SmolderingFire
5733        ParticleSysBone   = Smoke06 SmolderingFire
5734      End   
5735      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW
5736        Model             = NBNMissle_A3ES
5737        Animation         = NBNMissle_A3ES.NBNMissle_A3ES
5738        AnimationMode     = ONCE
5739        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5740        ParticleSysBone   = Smoke01 SmolderingSmoke
5741        ParticleSysBone   = Smoke02 SmolderingSmoke
5742        ParticleSysBone   = Smoke03 SmolderingSmoke
5743        ParticleSysBone   = Smoke04 SmolderingSmoke
5744        ParticleSysBone   = Smoke05 SmolderingSmoke
5745        ParticleSysBone   = Smoke06 SmolderingSmoke
5746        ParticleSysBone   = Smoke01 SmolderingFire
5747        ParticleSysBone   = Smoke02 SmolderingFire
5748        ParticleSysBone   = Smoke03 SmolderingFire
5749        ParticleSysBone   = Smoke04 SmolderingFire
5750        ParticleSysBone   = Smoke05 SmolderingFire
5751        ParticleSysBone   = Smoke06 SmolderingFire
5752      End   
5753  
5754      ; night
5755      ConditionState      = NIGHT SNOW
5756        Model             = NBNMissle_NS
5757      End
5758      ConditionState      = DAMAGED NIGHT SNOW
5759        Model             = NBNMissle_DNS
5760        ParticleSysBone   = Smoke01 SmolderingSmoke
5761        ParticleSysBone   = Smoke02 SmolderingSmoke
5762        ParticleSysBone   = Smoke03 SmolderingSmoke
5763        ParticleSysBone   = Smoke04 SmolderingSmoke
5764        ParticleSysBone   = Smoke01 SmolderingFire
5765        ParticleSysBone   = Smoke02 SmolderingFire
5766        ParticleSysBone   = Smoke03 SmolderingFire
5767        ParticleSysBone   = Smoke04 SmolderingFire
5768      End
5769       ConditionState     = REALLYDAMAGED RUBBLE NIGHT SNOW
5770        Model             = NBNMissle_ENS
5771        ParticleSysBone   = Smoke01 SmolderingSmoke
5772        ParticleSysBone   = Smoke02 SmolderingSmoke
5773        ParticleSysBone   = Smoke03 SmolderingSmoke
5774        ParticleSysBone   = Smoke04 SmolderingSmoke
5775        ParticleSysBone   = Smoke05 SmolderingSmoke
5776        ParticleSysBone   = Smoke06 SmolderingSmoke
5777        ParticleSysBone   = Smoke01 SmolderingFire
5778        ParticleSysBone   = Smoke02 SmolderingFire
5779        ParticleSysBone   = Smoke03 SmolderingFire
5780        ParticleSysBone   = Smoke04 SmolderingFire
5781        ParticleSysBone   = Smoke05 SmolderingFire
5782        ParticleSysBone   = Smoke06 SmolderingFire
5783      End
5784      ConditionState      = AWAITING_CONSTRUCTION NIGHT SNOW
5785        Model             = None
5786      End
5787      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
5788        Model             = NBNMissle_NS
5789        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5790      END       
5791      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
5792        Model             = NBNMissle_DNS
5793        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5794      END       
5795      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
5796        Model             = NBNMissle_ENS
5797        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5798      END       
5799      ConditionState      = DOOR_1_OPENING NIGHT SNOW
5800        Model             = NBNMissle_A2NS
5801        Animation         = NBNMissle_A2NS.NBNMissle_A2NS
5802        AnimationMode     = ONCE
5803        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5804      End   
5805      ConditionState      = DOOR_1_WAITING_OPEN NIGHT SNOW
5806        Model             = NBNMissle_A2NS
5807        Animation         = NBNMissle_A2NS.NBNMissle_A2NS
5808        AnimationMode     = MANUAL
5809        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5810        WeaponLaunchBone  = PRIMARY RockPos
5811        ParticleSysBone   = Steam01 BigMissileSteam
5812        ParticleSysBone   = Steam02 BigMissileSteam
5813      End   
5814      ConditionState      = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW
5815        Model             = NBNMissle_A3NS
5816        Animation         = NBNMissle_A3NS.NBNMissle_A3NS
5817        AnimationMode     = MANUAL
5818        Flags             = START_FRAME_FIRST
5819        WeaponLaunchBone  = PRIMARY RockPos
5820      End   
5821      ConditionState      = DOOR_1_CLOSING NIGHT SNOW
5822        Model             = NBNMissle_A3NS
5823        Animation         = NBNMissle_A3NS.NBNMissle_A3NS
5824        AnimationMode     = ONCE
5825        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5826      End   
5827      ConditionState      = DOOR_1_OPENING DAMAGED NIGHT SNOW
5828        Model             = NBNMissle_A2DNS
5829        Animation         = NBNMissle_A2DNS.NBNMissle_A2DNS
5830        AnimationMode     = ONCE
5831        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5832        ParticleSysBone   = Smoke01 SmolderingSmoke
5833        ParticleSysBone   = Smoke02 SmolderingSmoke
5834        ParticleSysBone   = Smoke03 SmolderingSmoke
5835        ParticleSysBone   = Smoke04 SmolderingSmoke
5836        ParticleSysBone   = Smoke05 SmolderingSmoke
5837        ParticleSysBone   = Smoke06 SmolderingSmoke
5838        ParticleSysBone   = Smoke01 SmolderingFire
5839        ParticleSysBone   = Smoke02 SmolderingFire
5840        ParticleSysBone   = Smoke03 SmolderingFire
5841        ParticleSysBone   = Smoke04 SmolderingFire
5842        ParticleSysBone   = Smoke05 SmolderingFire
5843        ParticleSysBone   = Smoke06 SmolderingFire
5844        ParticleSysBone   = Steam01 BigMissileSteam
5845        ParticleSysBone   = Steam02 BigMissileSteam
5846      End   
5847      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW
5848        Model             = NBNMissle_A2DNS
5849        Animation         = NBNMissle_A2DNS.NBNMissle_A2DNS
5850        AnimationMode     = MANUAL
5851        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5852        WeaponLaunchBone  = PRIMARY RockPos
5853        ParticleSysBone   = Smoke01 SmolderingSmoke
5854        ParticleSysBone   = Smoke02 SmolderingSmoke
5855        ParticleSysBone   = Smoke03 SmolderingSmoke
5856        ParticleSysBone   = Smoke04 SmolderingSmoke
5857        ParticleSysBone   = Smoke05 SmolderingSmoke
5858        ParticleSysBone   = Smoke06 SmolderingSmoke
5859        ParticleSysBone   = Smoke01 SmolderingFire
5860        ParticleSysBone   = Smoke02 SmolderingFire
5861        ParticleSysBone   = Smoke03 SmolderingFire
5862        ParticleSysBone   = Smoke04 SmolderingFire
5863        ParticleSysBone   = Smoke05 SmolderingFire
5864        ParticleSysBone   = Smoke06 SmolderingFire
5865        ParticleSysBone   = Steam01 BigMissileSteam
5866        ParticleSysBone   = Steam02 BigMissileSteam
5867      End   
5868      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW
5869        Model             = NBNMissle_A3DNS
5870        Animation         = NBNMissle_A3DNS.NBNMissle_A3DNS
5871        AnimationMode     = MANUAL
5872        Flags             = START_FRAME_FIRST
5873        WeaponLaunchBone  = PRIMARY RockPos
5874        ParticleSysBone   = Smoke01 SmolderingSmoke
5875        ParticleSysBone   = Smoke02 SmolderingSmoke
5876        ParticleSysBone   = Smoke03 SmolderingSmoke
5877        ParticleSysBone   = Smoke04 SmolderingSmoke
5878        ParticleSysBone   = Smoke05 SmolderingSmoke
5879        ParticleSysBone   = Smoke06 SmolderingSmoke
5880        ParticleSysBone   = Smoke01 SmolderingFire
5881        ParticleSysBone   = Smoke02 SmolderingFire
5882        ParticleSysBone   = Smoke03 SmolderingFire
5883        ParticleSysBone   = Smoke04 SmolderingFire
5884        ParticleSysBone   = Smoke05 SmolderingFire
5885        ParticleSysBone   = Smoke06 SmolderingFire
5886      End   
5887      ConditionState      = DOOR_1_CLOSING DAMAGED NIGHT SNOW
5888        Model             = NBNMissle_A3DNS
5889        Animation         = NBNMissle_A3DNS.NBNMissle_A3DNS
5890        AnimationMode     = ONCE
5891        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5892        ParticleSysBone   = Smoke01 SmolderingSmoke
5893        ParticleSysBone   = Smoke02 SmolderingSmoke
5894        ParticleSysBone   = Smoke03 SmolderingSmoke
5895        ParticleSysBone   = Smoke04 SmolderingSmoke
5896        ParticleSysBone   = Smoke05 SmolderingSmoke
5897        ParticleSysBone   = Smoke06 SmolderingSmoke
5898        ParticleSysBone   = Smoke01 SmolderingFire
5899        ParticleSysBone   = Smoke02 SmolderingFire
5900        ParticleSysBone   = Smoke03 SmolderingFire
5901        ParticleSysBone   = Smoke04 SmolderingFire
5902        ParticleSysBone   = Smoke05 SmolderingFire
5903        ParticleSysBone   = Smoke06 SmolderingFire
5904      End   
5905      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW
5906        Model             = NBNMissle_A2ENS
5907        Animation         = NBNMissle_A2ENS.NBNMissle_A2ENS
5908        AnimationMode     = ONCE
5909        Flags             = MAINTAIN_FRAME_ACROSS_STATES
5910        ParticleSysBone   = Smoke01 SmolderingSmoke
5911        ParticleSysBone   = Smoke02 SmolderingSmoke
5912        ParticleSysBone   = Smoke03 SmolderingSmoke
5913        ParticleSysBone   = Smoke04 SmolderingSmoke
5914        ParticleSysBone   = Smoke05 SmolderingSmoke
5915        ParticleSysBone   = Smoke06 SmolderingSmoke
5916        ParticleSysBone   = Smoke01 SmolderingFire
5917        ParticleSysBone   = Smoke02 SmolderingFire
5918        ParticleSysBone   = Smoke03 SmolderingFire
5919        ParticleSysBone   = Smoke04 SmolderingFire
5920        ParticleSysBone   = Smoke05 SmolderingFire
5921        ParticleSysBone   = Smoke06 SmolderingFire
5922        ParticleSysBone   = Steam01 BigMissileSteam
5923        ParticleSysBone   = Steam02 BigMissileSteam
5924      End   
5925      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW
5926        Model             = NBNMissle_A2ENS
5927        Animation         = NBNMissle_A2ENS.NBNMissle_A2ENS
5928        AnimationMode     = MANUAL
5929        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
5930        WeaponLaunchBone  = PRIMARY RockPos
5931        ParticleSysBone   = Smoke01 SmolderingSmoke
5932        ParticleSysBone   = Smoke02 SmolderingSmoke
5933        ParticleSysBone   = Smoke03 SmolderingSmoke
5934        ParticleSysBone   = Smoke04 SmolderingSmoke
5935        ParticleSysBone   = Smoke05 SmolderingSmoke
5936        ParticleSysBone   = Smoke06 SmolderingSmoke
5937        ParticleSysBone   = Smoke01 SmolderingFire
5938        ParticleSysBone   = Smoke02 SmolderingFire
5939        ParticleSysBone   = Smoke03 SmolderingFire
5940        ParticleSysBone   = Smoke04 SmolderingFire
5941        ParticleSysBone   = Smoke05 SmolderingFire
5942        ParticleSysBone   = Smoke06 SmolderingFire
5943        ParticleSysBone   = Steam01 BigMissileSteam
5944        ParticleSysBone   = Steam02 BigMissileSteam
5945      End   
5946      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW
5947        Model             = NBNMissle_A3ENS
5948        Animation         = NBNMissle_A3ENS.NBNMissle_A3ENS
5949        AnimationMode     = MANUAL
5950        Flags             = START_FRAME_FIRST
5951        WeaponLaunchBone  = PRIMARY RockPos
5952        ParticleSysBone   = Smoke01 SmolderingSmoke
5953        ParticleSysBone   = Smoke02 SmolderingSmoke
5954        ParticleSysBone   = Smoke03 SmolderingSmoke
5955        ParticleSysBone   = Smoke04 SmolderingSmoke
5956        ParticleSysBone   = Smoke05 SmolderingSmoke
5957        ParticleSysBone   = Smoke06 SmolderingSmoke
5958        ParticleSysBone   = Smoke01 SmolderingFire
5959        ParticleSysBone   = Smoke02 SmolderingFire
5960        ParticleSysBone   = Smoke03 SmolderingFire
5961        ParticleSysBone   = Smoke04 SmolderingFire
5962        ParticleSysBone   = Smoke05 SmolderingFire
5963        ParticleSysBone   = Smoke06 SmolderingFire
5964      End   
5965      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW
5966        Model             = NBNMissle_A3ENS
5967        Animation         = NBNMissle_A3ENS.NBNMissle_A3ENSS
5968        AnimationMode     = ONCE
5969        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
5970        ParticleSysBone   = Smoke01 SmolderingSmoke
5971        ParticleSysBone   = Smoke02 SmolderingSmoke
5972        ParticleSysBone   = Smoke03 SmolderingSmoke
5973        ParticleSysBone   = Smoke04 SmolderingSmoke
5974        ParticleSysBone   = Smoke05 SmolderingSmoke
5975        ParticleSysBone   = Smoke06 SmolderingSmoke
5976        ParticleSysBone   = Smoke01 SmolderingFire
5977        ParticleSysBone   = Smoke02 SmolderingFire
5978        ParticleSysBone   = Smoke03 SmolderingFire
5979        ParticleSysBone   = Smoke04 SmolderingFire
5980        ParticleSysBone   = Smoke05 SmolderingFire
5981        ParticleSysBone   = Smoke06 SmolderingFire
5982      End     
5983    End
5984  
5985    ; ------------ construction-zone fence -----------------
5986    Draw = W3DModelDraw ModuleTag_02
5987    AnimationsRequirePower = No
5988      DefaultConditionState
5989        Model           = None
5990        TransitionKey   = DOWN_DEFAULT
5991      End
5992      ConditionState    = NIGHT
5993        Model           = None
5994        TransitionKey   = DOWN_DEFAULT
5995      End
5996      ConditionState    = SNOW
5997        Model           = None
5998        TransitionKey   = DOWN_DEFAULT
5999      End
6000      ConditionState    = SNOW NIGHT
6001        Model           = None
6002        TransitionKey   = DOWN_DEFAULT
6003      End
6004      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6005        Model           = NBNMissle_A4
6006        Animation       = NBNMissle_A4.NBNMissle_A4
6007        AnimationMode   = MANUAL
6008        Flags           = START_FRAME_LAST
6009        TransitionKey   = UP_DAY
6010      End
6011      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6012        Model           = NBNMissle_A4N
6013        Animation       = NBNMissle_A4N.NBNMissle_A4N
6014        AnimationMode   = MANUAL
6015        Flags           = START_FRAME_LAST
6016        TransitionKey   = UP_NIGHT
6017      End
6018      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6019        Model           = NBNMissle_A4S
6020        Animation       = NBNMissle_A4S.NBNMissle_A4S
6021        AnimationMode   = MANUAL
6022        Flags           = START_FRAME_LAST
6023        TransitionKey   = UP_SNOW
6024      End
6025      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6026        Model           = NBNMissle_A4SN
6027        Animation       = NBNMissle_A4SN.NBNMissle_A4SN
6028        AnimationMode   = MANUAL
6029        Flags           = START_FRAME_LAST
6030        TransitionKey   = UP_SNOWNIGHT
6031      End
6032      TransitionState   = DOWN_DEFAULT UP_DAY
6033        Model           = NBNMissle_A4
6034        Animation       = NBNMissle_A4.NBNMissle_A4
6035        AnimationMode   = ONCE
6036        AnimationSpeedFactorRange = 1.0 1.0
6037        Flags           = START_FRAME_FIRST
6038      End
6039      TransitionState   = DOWN_DEFAULT UP_NIGHT
6040        Model           = NBNMissle_A4N
6041        Animation       = NBNMissle_A4N.NBNMissle_A4N
6042        AnimationMode   = ONCE
6043        AnimationSpeedFactorRange = 1.0 1.0
6044        Flags           = START_FRAME_FIRST
6045      End
6046      TransitionState   = DOWN_DEFAULT UP_SNOW
6047        Model           = NBNMissle_A4S
6048        Animation       = NBNMissle_A4S.NBNMissle_A4S
6049        AnimationMode   = ONCE
6050        AnimationSpeedFactorRange = 1.0 1.0
6051        Flags           = START_FRAME_FIRST
6052      End
6053      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
6054        Model           = NBNMissle_A4SN
6055        Animation       = NBNMissle_A4SN.NBNMissle_A4SN
6056        AnimationMode   = ONCE
6057        AnimationSpeedFactorRange = 1.0 1.0
6058        Flags           = START_FRAME_FIRST
6059      End
6060      TransitionState   = UP_DAY DOWN_DEFAULT
6061        Model           = NBNMissle_A4
6062        Animation       = NBNMissle_A4.NBNMissle_A4
6063        AnimationMode   = ONCE_BACKWARDS
6064        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6065        Flags           = START_FRAME_LAST
6066      End
6067      TransitionState   = UP_NIGHT DOWN_DEFAULT
6068        Model           = NBNMissle_A4N
6069        Animation       = NBNMissle_A4N.NBNMissle_A4N
6070        AnimationMode   = ONCE_BACKWARDS
6071        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6072        Flags           = START_FRAME_LAST
6073      End
6074      TransitionState   = UP_SNOW DOWN_DEFAULT
6075        Model           = NBNMissle_A4S
6076        Animation       = NBNMissle_A4S.NBNMissle_A4S
6077        AnimationMode   = ONCE_BACKWARDS
6078        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6079        Flags           = START_FRAME_LAST
6080      End
6081      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
6082        Model           = NBNMissle_A4SN
6083        Animation       = NBNMissle_A4SN.NBNMissle_A4SN
6084        AnimationMode   = ONCE_BACKWARDS
6085        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6086        Flags           = START_FRAME_LAST
6087      End
6088    End
6089  
6090    ; ------------ under-construction scaffolding -----------------
6091    Draw = W3DModelDraw ModuleTag_03
6092    AnimationsRequirePower = No
6093      MinLODRequired = MEDIUM
6094      DefaultConditionState
6095        Model           = None
6096        TransitionKey   = DOWN_DEFAULT
6097      End
6098      ConditionState    = NIGHT
6099        Model           = None
6100        TransitionKey   = DOWN_DEFAULT
6101      End
6102      ConditionState    = SNOW
6103        Model           = None
6104        TransitionKey   = DOWN_DEFAULT
6105      End
6106      ConditionState    = SNOW NIGHT
6107        Model           = None
6108        TransitionKey   = DOWN_DEFAULT
6109      End
6110      ConditionState    = PARTIALLY_CONSTRUCTED
6111        Model           = NBNMissle_A6
6112        Animation       = NBNMissle_A6.NBNMissle_A6
6113        AnimationMode   = MANUAL
6114        Flags           = START_FRAME_LAST
6115        TransitionKey   = UP_DAY
6116        ParticleSysBone = Dust01 BuildingDustChina
6117        ParticleSysBone = Smoke01 BuildUpSmokeChina
6118        ParticleSysBone = Smoke02 BuildUpSmokeChina
6119        ParticleSysBone = Smoke03 BuildUpSmokeChina
6120        ParticleSysBone = Smoke04 BuildUpSmokeChina
6121        ParticleSysBone = Smoke05 BuildUpSmokeChina
6122      End
6123      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
6124        Model           = NBNMissle_A6N
6125        Animation       = NBNMissle_A6N.NBNMissle_A6N
6126        AnimationMode   = MANUAL
6127        Flags           = START_FRAME_LAST
6128        TransitionKey   = UP_NIGHT
6129        ParticleSysBone = Dust01 BuildingDustChina
6130        ParticleSysBone = Smoke01 BuildUpSmokeChina
6131        ParticleSysBone = Smoke02 BuildUpSmokeChina
6132        ParticleSysBone = Smoke03 BuildUpSmokeChina
6133        ParticleSysBone = Smoke04 BuildUpSmokeChina
6134        ParticleSysBone = Smoke05 BuildUpSmokeChina
6135      End
6136      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
6137        Model           = NBNMissle_A6S
6138        Animation       = NBNMissle_A6S.NBNMissle_A6S
6139        AnimationMode   = MANUAL
6140        Flags           = START_FRAME_LAST
6141        TransitionKey   = UP_SNOW
6142        ParticleSysBone = Dust01 BuildingSnowDust
6143        ParticleSysBone = Smoke01 BuildUpSnowSmoke
6144        ParticleSysBone = Smoke02 BuildUpSnowSmoke
6145        ParticleSysBone = Smoke03 BuildUpSnowSmoke
6146        ParticleSysBone = Smoke04 BuildUpSnowSmoke
6147        ParticleSysBone = Smoke05 BuildUpSnowSmoke
6148      End
6149      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
6150        Model           = NBNMissle_A6SN
6151        Animation       = NBNMissle_A6SN.NBNMissle_A6SN
6152        AnimationMode   = MANUAL
6153        Flags           = START_FRAME_LAST
6154        TransitionKey   = UP_SNOWNIGHT
6155        ParticleSysBone = Dust01 BuildingSnowDust
6156        ParticleSysBone = Smoke01 BuildUpSnowSmoke
6157        ParticleSysBone = Smoke02 BuildUpSnowSmoke
6158        ParticleSysBone = Smoke03 BuildUpSnowSmoke
6159        ParticleSysBone = Smoke04 BuildUpSnowSmoke
6160        ParticleSysBone = Smoke05 BuildUpSnowSmoke
6161      End
6162      TransitionState   = DOWN_DEFAULT UP_DAY
6163        Model           = NBNMissle_A6
6164        Animation       = NBNMissle_A6.NBNMissle_A6
6165        AnimationMode   = ONCE
6166        AnimationSpeedFactorRange = 1.0 1.0
6167        Flags           = START_FRAME_FIRST
6168      End
6169      TransitionState   = DOWN_DEFAULT UP_NIGHT
6170        Model           = NBNMissle_A6N
6171        Animation       = NBNMissle_A6N.NBNMissle_A6N
6172        AnimationMode   = ONCE
6173        AnimationSpeedFactorRange = 1.0 1.0
6174        Flags           = START_FRAME_FIRST
6175      End
6176      TransitionState   = DOWN_DEFAULT UP_SNOW
6177        Model           = NBNMissle_A6S
6178        Animation       = NBNMissle_A6S.NBNMissle_A6S
6179        AnimationMode   = ONCE
6180        AnimationSpeedFactorRange = 1.0 1.0
6181        Flags           = START_FRAME_FIRST
6182      End
6183      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
6184        Model           = NBNMissle_A6SN
6185        Animation       = NBNMissle_A6SN.NBNMissle_A6SN
6186        AnimationMode   = ONCE
6187        AnimationSpeedFactorRange = 1.0 1.0
6188        Flags           = START_FRAME_FIRST
6189      End 
6190      TransitionState   = UP_DAY DOWN_DEFAULT
6191        Model            = NBNMissle_A6
6192        Animation       = NBNMissle_A6.NBNMissle_A6
6193        AnimationMode   = ONCE_BACKWARDS
6194        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6195        Flags           = START_FRAME_LAST
6196      End
6197      TransitionState   = UP_NIGHT DOWN_DEFAULT
6198        Model            = NBNMissle_A6N
6199        Animation       = NBNMissle_A6N.NBNMissle_A6N
6200        AnimationMode   = ONCE_BACKWARDS
6201        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6202        Flags           = START_FRAME_LAST
6203      End
6204      TransitionState   = UP_SNOW DOWN_DEFAULT
6205        Model            = NBNMissle_A6S
6206        Animation       = NBNMissle_A6S.NBNMissle_A6S
6207        AnimationMode   = ONCE_BACKWARDS
6208        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6209        Flags           = START_FRAME_LAST
6210      End
6211      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
6212        Model            = NBNMissle_A6SN
6213        Animation       = NBNMissle_A6SN.NBNMissle_A6SN
6214        AnimationMode   = ONCE_BACKWARDS
6215        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6216        Flags           = START_FRAME_LAST
6217      End
6218    End
6219  
6220    ; ------------ being-constructed crane -----------------
6221    Draw = W3DModelDraw ModuleTag_04
6222    AnimationsRequirePower = No
6223      DefaultConditionState
6224        Model           = None
6225        TransitionKey   = DOWN_DEFAULT
6226      End
6227      ConditionState    = NIGHT
6228        Model           = None
6229        TransitionKey   = DOWN_DEFAULT
6230      End
6231      ConditionState    = SNOW
6232        Model           = None
6233        TransitionKey   = DOWN_DEFAULT
6234      End
6235      ConditionState    = SNOW NIGHT
6236        Model           = None
6237        TransitionKey   = DOWN_DEFAULT
6238      End
6239      ConditionState    = SOLD
6240        Model           = NONE
6241      End
6242  
6243      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
6244        Model         = NBNMissle_A5
6245        Animation     = NBNMissle_A5.NBNMissle_A5
6246        AnimationMode = LOOP
6247        TransitionKey = UP_DAY
6248      End
6249  
6250      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
6251        Model         = NBNMissle_A5N
6252        Animation     = NBNMissle_A5N.NBNMissle_A5N
6253        AnimationMode = LOOP
6254        TransitionKey = UP_NIGHT
6255      End
6256      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
6257        Model         = NBNMissle_A5S
6258        Animation     = NBNMissle_A5S.NBNMissle_A5S
6259        AnimationMode = LOOP
6260        TransitionKey = UP_SNOW
6261      End
6262      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
6263        Model         = NBNMissle_A5SN
6264        Animation     = NBNMissle_A5SN.NBNMissle_A5SN
6265        AnimationMode = LOOP
6266        TransitionKey = UP_SNOWNIGHT
6267      End
6268      TransitionState = DOWN_DEFAULT UP_DAY
6269        Model         = NBNMissle_AB
6270        Animation     = NBNMissle_AB.NBNMissle_AB
6271        AnimationMode = ONCE
6272        AnimationSpeedFactorRange = 1.0 1.0
6273        Flags         = START_FRAME_FIRST
6274      End
6275  
6276      TransitionState = DOWN_DEFAULT UP_NIGHT
6277        Model         = NBNMissle_ABN
6278        Animation     = NBNMissle_ABN.NBNMissle_ABN
6279        AnimationMode = ONCE
6280        AnimationSpeedFactorRange = 1.0 1.0
6281        Flags         = START_FRAME_FIRST
6282      End
6283      TransitionState = DOWN_DEFAULT UP_SNOW
6284        Model         = NBNMissle_ABS
6285        Animation     = NBNMissle_ABS.NBNMissle_ABS
6286        AnimationMode = ONCE
6287        AnimationSpeedFactorRange = 1.0 1.0
6288        Flags         = START_FRAME_FIRST
6289      End
6290      TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
6291        Model         = NBNMissle_ABSN
6292        Animation     = NBNMissle_ABSN.NBNMissle_ABSN
6293        AnimationMode = ONCE
6294        AnimationSpeedFactorRange = 1.0 1.0
6295        Flags         = START_FRAME_FIRST
6296      End
6297      TransitionState = UP_DAY DOWN_DEFAULT
6298        Model         = NBNMissle_AB
6299        Animation     = NBNMissle_AB.NBNMissle_AB
6300        AnimationMode = ONCE_BACKWARDS
6301        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6302        Flags         = START_FRAME_LAST
6303      End
6304      TransitionState = UP_NIGHT DOWN_DEFAULT
6305        Model         = NBNMissle_ABN
6306        Animation     = NBNMissle_ABN.NBNMissle_ABN
6307        AnimationMode = ONCE_BACKWARDS
6308        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6309        Flags         = START_FRAME_LAST
6310      End
6311      TransitionState = UP_SNOW DOWN_DEFAULT
6312        Model         = NBNMissle_ABS
6313        Animation     = NBNMissle_ABS.NBNMissle_ABS
6314        AnimationMode = ONCE_BACKWARDS
6315        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6316        Flags         = START_FRAME_LAST
6317      End
6318      TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
6319        Model         = NBNMissle_ABSN
6320        Animation     = NBNMissle_ABSN.NBNMissle_ABSN
6321        AnimationMode = ONCE_BACKWARDS
6322        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6323        Flags         = START_FRAME_LAST
6324      End 
6325    End
6326  
6327    ; Blinking lights
6328    Draw = W3DModelDraw ModuleTag_05
6329      OkToChangeModelColor = Yes
6330      ; day
6331      ConditionState    = NONE
6332        Model           = NBNMissle_AC
6333        Animation       = NONE
6334      End
6335      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6336        Model           = NBNMissle_AC
6337        Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6338      End
6339      ConditionState    = AWAITING_CONSTRUCTION
6340        Model           = NONE
6341      End
6342      ConditionState    = DOOR_1_OPENING
6343        Model           = NBNMissle_AC
6344        Animation       = NBNMissle_AC.NBNMissle_AC
6345        AnimationMode   = LOOP
6346        Flags           = START_FRAME_FIRST
6347      End   
6348      ConditionState    = DOOR_1_WAITING_OPEN
6349        Model           = NBNMissle_AC
6350        Animation       = NBNMissle_AC.NBNMissle_AC
6351        AnimationMode   = LOOP
6352        Flags           = START_FRAME_LAST
6353      End
6354      ConditionState    = DOOR_1_WAITING_TO_CLOSE
6355        Model           = NBNMissle_AC
6356        Animation       = NBNMissle_AC.NBNMissle_AC
6357        AnimationMode   = LOOP
6358        Flags           = START_FRAME_FIRST
6359        ;WeaponLaunchBone = PRIMARY RockPos
6360      End   
6361      ConditionState    = DOOR_1_CLOSING
6362        Model           = NBNMissle_AC
6363        Animation       = NBNMissle_AC.NBNMissle_AC
6364        AnimationMode   = LOOP
6365        Flags           = START_FRAME_FIRST
6366      End
6367    End
6368  
6369    PlacementViewAngle = -135
6370  
6371    ; ***DESIGN parameters ***
6372    DisplayName      = OBJECT:NuclearMissile
6373    Side = ChinaTankGeneral
6374    EditorSorting    = STRUCTURE
6375    Prerequisites
6376      Object = Tank_ChinaPropagandaCenter
6377    End
6378    BuildCost        = 5000
6379    BuildTime        = 60.0            ; in seconds
6380    EnergyProduction = -10
6381    VisionRange      = 200.0           ; Shroud clearing distance
6382    ShroudClearingRange = 200
6383    ShroudRevealToAllRange = 60  ; Reveals shroud to all players at a specific amount which can be different. 
6384                                 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead!
6385    CommandSet       = Tank_ChinaNuclearMissileCommandSet
6386    ArmorSet
6387      Conditions      = None
6388      Armor           = StructureArmorTough
6389      DamageFX        = StructureDamageFXNoShake
6390    End
6391    ExperienceValue     = 400 400 400 400  ; Experience point value at each level
6392    MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
6393    MaxSimultaneousLinkKey = Superweapon  ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType
6394  
6395    ; *** AUDIO Parameters ***
6396    VoiceSelect = NuclearMissileSelect
6397    SoundOnDamaged        = BuildingDamagedStateLight
6398    SoundOnReallyDamaged  = BuildingDestroy
6399  
6400    UnitSpecificSounds
6401      UnderConstruction     = UnderConstructionLoop
6402    End
6403  
6404    ; *** ENGINEERING Parameters ***
6405    RadarPriority   = STRUCTURE
6406    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON
6407    Body            = StructureBody ModuleTag_06
6408      MaxHealth       = 4000.0
6409      InitialHealth   = 4000.0
6410  
6411      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
6412      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
6413      SubdualDamageCap = 4200
6414      SubdualDamageHealRate = 500
6415      SubdualDamageHealAmount = 100
6416    End
6417  
6418    Behavior    = OCLSpecialPower ModuleTag_07
6419      SpecialPowerTemplate = SuperweaponNeutronMissile
6420      OCL                  = SUPERWEAPON_NeutronMissile
6421    End
6422    Behavior = SpecialPowerCreate ModuleTag_08
6423      ;nothing
6424    End
6425    Behavior = MissileLauncherBuildingUpdate ModuleTag_09
6426      SpecialPowerTemplate = SuperweaponNeutronMissile
6427      DoorOpenTime         = 8000
6428      DoorWaitOpenTime     = 2000
6429      DoorCloseTime        = 8000
6430  
6431      ; FXLists to play at transitions:
6432      DoorOpeningFX        = ChinaNuclearMissileLauncherDoorOpen
6433      ;DoorOpenFX           = FX_ABPowerPlantExplode
6434      DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch
6435      ;DoorClosingFX        = FX_ABPowerPlantExplode
6436      ;DoorClosedFX         = FX_ABPowerPlantExplode
6437  
6438      ; looping sound to play while open:
6439      DoorOpenIdleAudio = BuildingNeutronMissileHiss
6440    End
6441  
6442    Behavior = ProductionUpdate ModuleTag_10
6443      DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED
6444    End
6445  
6446    Behavior = DestroyDie ModuleTag_11
6447      ;Nothing
6448    End
6449  
6450    Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
6451      DeathWeapon = ChinaPowerPlantDeathWeapon
6452      StartsActive  = Yes
6453    End
6454  
6455    Behavior = GenerateMinefieldBehavior     ModuleTag_13
6456      TriggeredBy           = Upgrade_ChinaMines
6457      MineName              = ChinaStandardMine
6458      SmartBorder           = Yes
6459      AlwaysCircular        = Yes
6460  
6461      Upgradable            = Yes
6462      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
6463      UpgradedMineName      = ChinaEMPMine
6464    End
6465  
6466    Behavior = FlammableUpdate ModuleTag_14
6467      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6468      AflameDamageAmount = 5       ; taking this much damage...
6469      AflameDamageDelay = 500       ; this often.
6470    End
6471  
6472    Behavior = TransitionDamageFX ModuleTag_15
6473      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
6474      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
6475      ;---------------------------------------------------------------------------------------
6476      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
6477      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
6478      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
6479    End
6480    
6481    Behavior             = CreateObjectDie ModuleTag_20
6482      CreationList  = OCL_LargeStructureDebris
6483    End
6484    
6485    Behavior        = FXListDie ModuleTag_21
6486      ExemptStatus  = UNDER_CONSTRUCTION
6487      DeathFX       = FX_NukeGLA
6488    End
6489  
6490    Behavior = CommandSetUpgrade ModuleTag_25
6491      CommandSet = Tank_ChinaNuclearMissileCommandSetUpgrade
6492      TriggeredBy = Upgrade_ChinaMines
6493    End
6494    Behavior = ArmorUpgrade ModuleTag_26
6495      TriggeredBy = Upgrade_ChinaEMPMines
6496    End
6497    
6498    Geometry            = BOX
6499    GeometryMajorRadius = 45.0
6500    GeometryMinorRadius = 55.0
6501    GeometryHeight      = 64.0
6502    GeometryIsSmall     = No
6503    Shadow          = SHADOW_VOLUME
6504    BuildCompletion = PLACED_BY_PLAYER
6505  
6506  End
6507  
6508  ;------------------------------------------------------------------------------
6509  
6510  Object Tank_ChinaSpeakerTower
6511  
6512    ; *** ART Parameters ***
6513    SelectPortrait         = SNPropSpeaker_L
6514    ButtonImage            = SNPropSpeaker
6515    Draw                   = W3DModelDraw ModuleTag_01
6516      OkToChangeModelColor = Yes
6517  
6518      ; day
6519      ConditionState = NONE
6520        Model         = NBPTower
6521        Animation     = NBPTower.NBPTower
6522        AnimationMode = LOOP
6523      End
6524      ConditionState = DAMAGED
6525        Model         = NBPTower_D
6526        Animation     = NBPTower_D.NBPTower_D
6527        AnimationMode = LOOP
6528        ParticleSysBone = Smoke01 SmolderingSmoke
6529      End
6530      ConditionState = REALLYDAMAGED RUBBLE
6531        Model         = NBPTower_E
6532        Animation     = NBPTower_E.NBPTower_E
6533        AnimationMode = LOOP
6534        ParticleSysBone = Smoke01 SmolderingSmoke
6535        ParticleSysBone = Smoke02 SmolderingSmoke
6536        ParticleSysBone = Flame01 SmolderingFire
6537        ParticleSysBone = Flame01 SmolderingFlameCore
6538        ParticleSysBone = Spark01 LiveWireSparks
6539      End
6540      
6541      ; day Snow
6542      ConditionState  =  SNOW
6543        Model         = NBPTower_S
6544        Animation     = NBPTower_S.NBPTower_S
6545        AnimationMode = LOOP
6546      End
6547      ConditionState  = DAMAGED SNOW
6548        Model         = NBPTower_DS
6549        Animation     = NBPTower_DS.NBPTower_DS
6550        AnimationMode = LOOP
6551        ParticleSysBone = Smoke01 SmolderingSmoke
6552      End
6553      ConditionState  = REALLYDAMAGED RUBBLE SNOW
6554        Model         = NBPTower_ES
6555        Animation     = NBPTower_ES.NBPTower_ES
6556        AnimationMode = LOOP
6557        ParticleSysBone = Smoke01 SmolderingSmoke
6558        ParticleSysBone = Smoke02 SmolderingSmoke
6559        ParticleSysBone = Flame01 SmolderingFire
6560        ParticleSysBone = Flame01 SmolderingFlameCore
6561        ParticleSysBone = Spark01 LiveWireSparks
6562      End
6563  
6564      ; night
6565      ConditionState = NIGHT
6566        Model         = NBPTower_N
6567        Animation     = NBPTower_N.NBPTower_N
6568        AnimationMode = LOOP
6569      End 
6570      ConditionState = NIGHT DAMAGED
6571        Model         = NBPTower_DN
6572        Animation     = NBPTower_DN.NBPTower_DN
6573        AnimationMode = LOOP
6574      End
6575      ConditionState = NIGHT REALLYDAMAGED RUBBLE
6576        Model         = NBPTower_EN
6577        Animation     = NBPTower_EN.NBPTower_EN
6578        AnimationMode = LOOP
6579      End
6580  
6581      
6582      ;Snow Night
6583      
6584      ConditionState = NIGHT SNOW
6585        Model         = NBPTower_NS
6586        Animation     = NBPTower_NS.NBPTower_NS
6587        AnimationMode = LOOP
6588      End 
6589      
6590      ConditionState = NIGHT SNOW DAMAGED
6591        Model         = NBPTower_DNS
6592        Animation     = NBPTower_DNS.NBPTower_DNS
6593        AnimationMode = LOOP
6594      End 
6595      
6596      ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
6597        Model         = NBPTower_ENS
6598        Animation     = NBPTower_ENS.NBPTower_ENS
6599        AnimationMode = LOOP
6600      End 
6601      
6602      ;**************************************************************************************************************************
6603      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
6604      ;for this draw module
6605      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6606        Model              = NBPTower
6607        Animation          = NBPTower.NBPTower
6608        AnimationMode      = LOOP
6609        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6610      End
6611      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
6612        Model              = NBPTower_D
6613        Animation          = NBPTower_D.NBPTower_D
6614        AnimationMode      = LOOP
6615        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6616      End
6617      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
6618        Model              = NBPTower_E
6619        Animation          = NBPTower_E.NBPTower_E
6620        AnimationMode      = LOOP
6621        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6622      End
6623      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
6624        Model              = NBPTower_N
6625        Animation          = NBPTower_N.NBPTower_N
6626        AnimationMode      = LOOP
6627        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6628      End
6629      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
6630        Model              = NBPTower_DN
6631        Animation          = NBPTower_DN.NBPTower_DN
6632        AnimationMode      = LOOP
6633        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6634      End
6635      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
6636        Model              = NBPTower_EN
6637        Animation          = NBPTower_EN.NBPTower_EN
6638        AnimationMode      = LOOP
6639        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6640      End
6641      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
6642        Model              = NBPTower_S
6643        Animation          = NBPTower_S.NBPTower_S
6644        AnimationMode      = LOOP
6645        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6646      End
6647      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
6648        Model              = NBPTower_DS
6649        Animation          = NBPTower_DS.NBPTower_DS
6650        AnimationMode      = LOOP
6651        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6652      End
6653      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
6654        Model              = NBPTower_ES
6655        Animation          = NBPTower_ES.NBPTower_ES
6656        AnimationMode      = LOOP
6657        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6658      End
6659      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
6660        Model              = NBPTower_NS
6661        Animation          = NBPTower_NS.NBPTower_NS
6662        AnimationMode      = LOOP
6663        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6664      End
6665      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
6666        Model              = NBPTower_DNS
6667        Animation          = NBPTower_DNS.NBPTower_DNS
6668        AnimationMode      = LOOP
6669        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6670      End
6671      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
6672        Model              = NBPTower_ENS
6673        Animation          = NBPTower_ENS.NBPTower_ENS
6674        AnimationMode      = LOOP
6675        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6676      End
6677  
6678      ConditionState       = AWAITING_CONSTRUCTION 
6679        Model              = NONE
6680      End
6681      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
6682      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
6683      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
6684      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
6685      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
6686      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
6687      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
6688      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
6689      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
6690      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
6691      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
6692      AliasConditionState  = SOLD 
6693      AliasConditionState  = SOLD DAMAGED
6694      AliasConditionState  = SOLD REALLYDAMAGED
6695      AliasConditionState  = SOLD NIGHT
6696      AliasConditionState  = SOLD NIGHT DAMAGED
6697      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
6698      AliasConditionState  = SOLD SNOW
6699      AliasConditionState  = SOLD SNOW DAMAGED
6700      AliasConditionState  = SOLD SNOW REALLYDAMAGED
6701      AliasConditionState  = SOLD NIGHT SNOW
6702      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
6703      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
6704      ;**************************************************************************************************************************   
6705  
6706      
6707    End   
6708      
6709    ; ------------ construction-zone fence -----------------
6710    Draw = W3DModelDraw ModuleTag_02
6711    AnimationsRequirePower = No
6712      DefaultConditionState
6713        Model           = None
6714        TransitionKey   = DOWN_DEFAULT
6715      End
6716      ConditionState    = NIGHT
6717        Model           = None
6718        TransitionKey   = DOWN_DEFAULT
6719      End
6720      ConditionState    = SNOW
6721        Model           = None
6722        TransitionKey   = DOWN_DEFAULT
6723      End
6724      ConditionState    = SNOW NIGHT
6725        Model           = None
6726        TransitionKey   = DOWN_DEFAULT
6727      End
6728      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6729        Model           = NBPTower_A4
6730        Animation       = NBPTower_A4.NBPTower_A4
6731        AnimationMode   = MANUAL
6732        Flags           = START_FRAME_LAST
6733        TransitionKey   = UP_DAY
6734      End
6735      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6736        Model           = NBPTower_A4N
6737        Animation       = NBPTower_A4N.NBPTower_A4N
6738        AnimationMode   = MANUAL
6739        Flags           = START_FRAME_LAST
6740        TransitionKey   = UP_NIGHT
6741      End
6742      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6743        Model           = NBPTower_A4S
6744        Animation       = NBPTower_A4S.NBPTower_A4S
6745        AnimationMode   = MANUAL
6746        Flags           = START_FRAME_LAST
6747        TransitionKey   = UP_SNOW
6748      End
6749      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6750        Model           = NBPTower_A4SN
6751        Animation       = NBPTower_A4SN.NBPTower_A4SN
6752        AnimationMode   = MANUAL
6753        Flags           = START_FRAME_LAST
6754        TransitionKey   = UP_SNOWNIGHT
6755      End
6756      TransitionState   = DOWN_DEFAULT UP_DAY
6757        Model           = NBPTower_A4
6758        Animation       = NBPTower_A4.NBPTower_A4
6759        AnimationMode   = ONCE
6760        AnimationSpeedFactorRange = 1.0 1.0
6761        Flags           = START_FRAME_FIRST
6762      End
6763      TransitionState   = DOWN_DEFAULT UP_NIGHT
6764        Model           = NBPTower_A4N
6765        Animation       = NBPTower_A4N.NBPTower_A4N
6766        AnimationMode   = ONCE
6767        AnimationSpeedFactorRange = 1.0 1.0
6768        Flags           = START_FRAME_FIRST
6769      End
6770      TransitionState   = DOWN_DEFAULT UP_SNOW
6771        Model           = NBPTower_A4S
6772        Animation       = NBPTower_A4S.NBPTower_A4S
6773        AnimationMode   = ONCE
6774        AnimationSpeedFactorRange = 1.0 1.0
6775        Flags           = START_FRAME_FIRST
6776      End
6777      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
6778        Model           = NBPTower_A4SN
6779        Animation       = NBPTower_A4SN.NBPTower_A4SN
6780        AnimationMode   = ONCE
6781        AnimationSpeedFactorRange = 1.0 1.0
6782        Flags           = START_FRAME_FIRST
6783      End
6784      TransitionState   = UP_DAY DOWN_DEFAULT
6785        Model           = NBPTower_A4
6786        Animation       = NBPTower_A4.NBPTower_A4
6787        AnimationMode   = ONCE_BACKWARDS
6788        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6789        Flags           = START_FRAME_LAST
6790      End
6791      TransitionState   = UP_NIGHT DOWN_DEFAULT
6792        Model           = NBPTower_A4N
6793        Animation       = NBPTower_A4N.NBPTower_A4N
6794        AnimationMode   = ONCE_BACKWARDS
6795        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6796        Flags           = START_FRAME_LAST
6797      End
6798      TransitionState   = UP_SNOW DOWN_DEFAULT
6799        Model           = NBPTower_A4S
6800        Animation       = NBPTower_A4S.NBPTower_A4S
6801        AnimationMode   = ONCE_BACKWARDS
6802        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6803        Flags           = START_FRAME_LAST
6804      End
6805      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
6806        Model           = NBPTower_A4SN
6807        Animation       = NBPTower_A4SN.NBPTower_A4SN
6808        AnimationMode   = ONCE_BACKWARDS
6809        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6810        Flags           = START_FRAME_LAST
6811      End
6812    End
6813  
6814    ; ------------ under-construction scaffolding -----------------
6815    Draw = W3DModelDraw ModuleTag_03
6816    AnimationsRequirePower = No
6817      MinLODRequired = MEDIUM
6818      DefaultConditionState
6819        Model           = None
6820        TransitionKey   = DOWN_DEFAULT
6821      End
6822      ConditionState    = NIGHT
6823        Model           = None
6824        TransitionKey   = DOWN_DEFAULT
6825      End
6826      ConditionState    = SNOW
6827        Model           = None
6828        TransitionKey   = DOWN_DEFAULT
6829      End
6830      ConditionState    = SNOW NIGHT
6831        Model           = None
6832        TransitionKey   = DOWN_DEFAULT
6833      End
6834      ConditionState    = PARTIALLY_CONSTRUCTED
6835        Model           = NBPTower_A6
6836        Animation       = NBPTower_A6.NBPTower_A6
6837        AnimationMode   = MANUAL
6838        Flags           = START_FRAME_LAST
6839        TransitionKey   = UP_DAY
6840      End
6841      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
6842        Model           = NBPTower_A6N
6843        Animation       = NBPTower_A6N.NBPTower_A6N
6844        AnimationMode   = MANUAL
6845        Flags           = START_FRAME_LAST
6846        TransitionKey   = UP_NIGHT
6847      End
6848      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
6849        Model           = NBPTower_A6S
6850        Animation       = NBPTower_A6S.NBPTower_A6S
6851        AnimationMode   = MANUAL
6852        Flags           = START_FRAME_LAST
6853        TransitionKey   = UP_SNOW
6854      End
6855      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
6856        Model           = NBPTower_A6SN
6857        Animation       = NBPTower_A6SN.NBPTower_A6SN
6858        AnimationMode   = MANUAL
6859        Flags           = START_FRAME_LAST
6860        TransitionKey   = UP_SNOWNIGHT
6861      End
6862      TransitionState   = DOWN_DEFAULT UP_DAY
6863       Model            = NBPTower_A6
6864        Animation       = NBPTower_A6.NBPTower_A6
6865        AnimationMode   = ONCE
6866        AnimationSpeedFactorRange = 1.0 1.0
6867        Flags           = START_FRAME_FIRST
6868      End
6869      TransitionState   = DOWN_DEFAULT UP_NIGHT
6870       Model            = NBPTower_A6N
6871        Animation       = NBPTower_A6N.NBPTower_A6N
6872        AnimationMode   = ONCE
6873  
6874        AnimationSpeedFactorRange = 1.0 1.0
6875        Flags           = START_FRAME_FIRST
6876      End
6877      TransitionState   = DOWN_DEFAULT UP_SNOW
6878       Model            = NBPTower_A6S
6879        Animation       = NBPTower_A6S.NBPTower_A6S
6880        AnimationMode   = ONCE
6881        AnimationSpeedFactorRange = 1.0 1.0
6882        Flags           = START_FRAME_FIRST
6883      End
6884      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
6885       Model            = NBPTower_A6SN
6886        Animation       = NBPTower_A6SN.NBPTower_A6SN
6887        AnimationMode   = ONCE
6888        AnimationSpeedFactorRange = 1.0 1.0
6889        Flags           = START_FRAME_FIRST
6890      End
6891      TransitionState   = UP_DAY DOWN_DEFAULT
6892        Model           = NBPTower_A6
6893        Animation       = NBPTower_A6.NBPTower_A6
6894        AnimationMode   = ONCE_BACKWARDS
6895        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6896        Flags           = START_FRAME_LAST
6897      End
6898      TransitionState   = UP_NIGHT DOWN_DEFAULT
6899        Model           = NBPTower_A6N
6900        Animation       = NBPTower_A6N.NBPTower_A6N
6901        AnimationMode   = ONCE_BACKWARDS
6902        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6903        Flags           = START_FRAME_LAST
6904      End
6905      TransitionState   = UP_SNOW DOWN_DEFAULT
6906        Model           = NBPTower_A6S
6907        Animation       = NBPTower_A6S.NBPTower_A6S
6908        AnimationMode   = ONCE_BACKWARDS
6909        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6910        Flags           = START_FRAME_LAST
6911      End
6912      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
6913        Model           = NBPTower_A6SN
6914        Animation       = NBPTower_A6SN.NBPTower_A6SN
6915        AnimationMode   = ONCE_BACKWARDS
6916        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6917        Flags           = START_FRAME_LAST
6918      End
6919    End
6920  
6921    ; ------------ being-constructed crane -----------------
6922    Draw = W3DModelDraw ModuleTag_04
6923    AnimationsRequirePower = No
6924      DefaultConditionState
6925        Model           = None
6926        TransitionKey   = DOWN_DEFAULT
6927      End
6928      ConditionState    = NIGHT
6929        Model           = None
6930        TransitionKey   = DOWN_DEFAULT
6931      End
6932      ConditionState    = SNOW
6933        Model           = None
6934        TransitionKey   = DOWN_DEFAULT
6935      End
6936      ConditionState    = SNOW NIGHT
6937        Model           = None
6938        TransitionKey   = DOWN_DEFAULT
6939      End
6940      ConditionState    = SOLD
6941        Model           = NONE
6942      End
6943  
6944      ConditionState    = ACTIVELY_BEING_CONSTRUCTED
6945        Model           = NBPTower_A5
6946        Animation       = NBPTower_A5.NBPTower_A5
6947        AnimationMode   = LOOP
6948        TransitionKey   = UP_DAY
6949      End
6950  
6951      ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
6952        Model           = NBPTower_A5N
6953        Animation       = NBPTower_A5N.NBPTower_A5N
6954        AnimationMode   = LOOP
6955        TransitionKey   = UP_NIGHT
6956      End
6957      ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
6958        Model           = NBPTower_A5S
6959        Animation       = NBPTower_A5S.NBPTower_A5S
6960        AnimationMode   = LOOP
6961        TransitionKey   = UP_SNOW
6962      End
6963      ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
6964        Model           = NBPTower_A5SN
6965        Animation       = NBPTower_A5SN.NBPTower_A5SN
6966        AnimationMode   = LOOP
6967        TransitionKey   = UP_SNOWNIGHT
6968      End
6969      TransitionState   = DOWN_DEFAULT UP_DAY
6970        Model           = NBPTower_AB
6971        Animation       = NBPTower_AB.NBPTower_AB
6972        AnimationMode   = ONCE
6973        AnimationSpeedFactorRange = 1.0 1.0
6974        Flags           = START_FRAME_FIRST
6975      End
6976  
6977      TransitionState   = DOWN_DEFAULT UP_NIGHT
6978        Model           = NBPTower_ABN
6979        Animation       = NBPTower_ABN.NBPTower_ABN
6980        AnimationMode   = ONCE
6981        AnimationSpeedFactorRange = 1.0 1.0
6982        Flags           = START_FRAME_FIRST
6983      End
6984      TransitionState   = DOWN_DEFAULT UP_SNOW
6985        Model           = NBPTower_ABS
6986        Animation       = NBPTower_ABS.NBPTower_ABS
6987        AnimationMode   = ONCE
6988        AnimationSpeedFactorRange = 1.0 1.0
6989        Flags           = START_FRAME_FIRST
6990      End
6991      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
6992        Model           = NBPTower_ABSN
6993        Animation       = NBPTower_ABSN.NBPTower_ABSN
6994        AnimationMode   = ONCE
6995        AnimationSpeedFactorRange = 1.0 1.0
6996        Flags           = START_FRAME_FIRST
6997      End
6998      TransitionState   = UP_DAY DOWN_DEFAULT
6999        Model           = NBPTower_AB
7000        Animation       = NBPTower_AB.NBPTower_AB
7001        AnimationMode   = ONCE_BACKWARDS
7002        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7003        Flags           = START_FRAME_LAST
7004      End
7005      TransitionState   = UP_NIGHT DOWN_DEFAULT
7006        Model           = NBPTower_ABN
7007        Animation       = NBPTower_ABN.NBPTower_ABN
7008        AnimationMode   = ONCE_BACKWARDS
7009        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7010        Flags           = START_FRAME_LAST
7011      End
7012      TransitionState   = UP_SNOW DOWN_DEFAULT
7013        Model           = NBPTower_ABS
7014        Animation       = NBPTower_ABS.NBPTower_ABS
7015        AnimationMode   = ONCE_BACKWARDS
7016        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7017        Flags           = START_FRAME_LAST
7018      End
7019      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
7020        Model           = NBPTower_ABSN
7021        Animation       = NBPTower_ABSN.NBPTower_ABSN
7022        AnimationMode   = ONCE_BACKWARDS
7023        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7024        Flags           = START_FRAME_LAST
7025      End
7026    End
7027    
7028    PlacementViewAngle     = -45
7029  
7030    ; ***DESIGN parameters ***
7031    DisplayName         = OBJECT:SpeakerTower
7032    Side                = ChinaTankGeneral
7033    EditorSorting       = STRUCTURE
7034    BuildCost           = 500
7035    BuildTime           = 10.0           ; in seconds
7036    EnergyProduction    = -1
7037    VisionRange         = 200.0           ; Shroud clearing distance
7038    ShroudClearingRange = 200
7039    ArmorSet
7040      Conditions        = None
7041      Armor             = StructureArmor
7042      DamageFX          = StructureDamageFXNoShake
7043    End
7044    Prerequisites
7045      Object            = Tank_ChinaPropagandaCenter
7046    End
7047    CommandSet          = ChinaSpeakerTowerCommandSet
7048    ExperienceValue     = 50 50 50 50  ; Experience point value at each level
7049  
7050    ; *** AUDIO Parameters ***
7051    VoiceSelect     = SpeakerTowerSelect
7052    SoundOnDamaged        = BuildingDamagedStateLight
7053    SoundOnReallyDamaged  = BuildingDestroy
7054  
7055    UnitSpecificSounds
7056      UnderConstruction     = UnderConstructionLoop
7057    End
7058  
7059    ; *** ENGINEERING Parameters ***
7060    RadarPriority   = STRUCTURE
7061    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
7062  
7063    Body            = StructureBody ModuleTag_05
7064      MaxHealth     = 300.0
7065      InitialHealth = 300.0
7066  
7067      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
7068      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
7069      SubdualDamageCap = 500
7070      SubdualDamageHealRate = 500
7071      SubdualDamageHealAmount = 100
7072    End
7073    Behavior        = PropagandaTowerBehavior ModuleTag_06
7074      Radius                = 150.0
7075      DelayBetweenUpdates   = 2000 ; in milliseconds
7076      HealPercentEachSecond = 2%   ; get this % of max health every second 
7077      PulseFX               = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
7078      UpgradeRequired       = Upgrade_ChinaSubliminalMessaging
7079      UpgradedHealPercentEachSecond = 4%   ; get this % of max health every second 
7080      UpgradedPulseFX       = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
7081    End
7082    Behavior        = DestroyDie ModuleTag_07
7083      ;<NO DATA>
7084    End
7085    Behavior        = CreateObjectDie ModuleTag_08
7086      CreationList  = OCL_ABPowerPlantExplode
7087    End
7088    Behavior        = FXListDie ModuleTag_09
7089      DeathFX       = FX_StructureTinyDeath
7090    End
7091    Behavior        = ProductionUpdate ModuleTag_10
7092      ;<NO DATA> But is required if we have any Object-level Upgrades!
7093    End
7094  
7095    Behavior                = GenerateMinefieldBehavior ModuleTag_11
7096      TriggeredBy           = Upgrade_ChinaMines
7097      MineName              = ChinaStandardMine
7098      SmartBorder           = Yes
7099      AlwaysCircular        = Yes
7100  
7101      Upgradable            = Yes
7102      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
7103      UpgradedMineName      = ChinaEMPMine
7104    End
7105  
7106    Behavior             = FlammableUpdate ModuleTag_13
7107      AflameDuration     = 5000         ; If I catch fire, I'll burn for this long...
7108      AflameDamageAmount = 5       ; taking this much damage...
7109      AflameDamageDelay  = 500       ; this often.
7110    End
7111  
7112    Behavior = TransitionDamageFX ModuleTag_14
7113      ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
7114      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
7115      ;---------------------------------------------------------------------------------------
7116      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
7117      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
7118      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
7119    End
7120  
7121    Behavior = CommandSetUpgrade ModuleTag_25
7122      CommandSet = ChinaSpeakerTowerCommandSetUpgrade
7123      TriggeredBy = Upgrade_ChinaMines
7124    End
7125    Behavior = ArmorUpgrade ModuleTag_26
7126      TriggeredBy = Upgrade_ChinaEMPMines
7127    End
7128  
7129    Geometry             = BOX
7130    GeometryMajorRadius  = 6.0
7131    GeometryMinorRadius  = 6.0
7132    GeometryHeight       = 51.0
7133    GeometryIsSmall      = No
7134    Shadow               = SHADOW_VOLUME
7135    BuildCompletion      = PLACED_BY_PLAYER
7136  
7137  End
7138  
7139  
7140  
7141  
7142  
7143  
7144  
7145  
7146  
7147  
7148  
7149  
7150  
7151  
7152  
7153  
7154  
7155  ;------------------------------------------------------------------------------
7156  ;China Nuclear Reactor
7157  Object Tank_ChinaPowerPlant
7158  
7159    ; *** ART Parameters ***
7160    SelectPortrait         = SNReactor_L
7161    ButtonImage            = SNReactor
7162    ;day
7163    Draw                = W3DModelDraw ModuleTag_01
7164      OkToChangeModelColor = Yes
7165      ConditionState    = NONE
7166        Model           = NBPwrPlant
7167        ParticleSysBone = Smoke01 SteamVent
7168        ParticleSysBone = Smoke02 SteamVent
7169      End
7170      ConditionState    = DAMAGED
7171        Model           = NBPwrPlant_D
7172        ParticleSysBone = Smoke01 SteamLarge
7173        ParticleSysBone = Smoke02 SteamMedium
7174        ParticleSysBone = Smoke03 SmolderingSmoke
7175        ParticleSysBone = Smoke04 SmolderingSmoke
7176        ParticleSysBone = Smoke05 SmolderingSmoke
7177        ParticleSysBone = Smoke06 FireFactionLarge
7178        ParticleSysBone = Fire01  SmolderingFire
7179      End
7180      ConditionState    = REALLYDAMAGED RUBBLE
7181        Model           = NBPwrPlant_E
7182        ParticleSysBone = Smoke01 SteamVent
7183        ParticleSysBone = Smoke02 SteamVent
7184        ParticleSysBone = Smoke03 SmolderingSmoke
7185        ParticleSysBone = Smoke04 SmolderingSmoke
7186        ParticleSysBone = Smoke05 SmolderingSmoke
7187        ParticleSysBone = Smoke06 SmolderingSmoke
7188        ParticleSysBone = Fire01  SmolderingFire
7189        ParticleSysBone = Fire02  SmolderingFire
7190        ParticleSysBone = Spark01 SparksLarge
7191        ParticleSysBone = Spark02 SparksMedium
7192        ParticleSysBone = Spark03 SparksSmall
7193        ParticleSysBone = Spark04 LiveWireSparks
7194      End
7195  
7196      ; day overcharge
7197      ConditionState    = POWER_PLANT_UPGRADED
7198        Model           = NBPwrPlant
7199        ParticleSysBone = Smoke01 SteamVent
7200        ParticleSysBone = Smoke02 SteamVent
7201        ParticleSysBone = Spark01 SparksLarge
7202        ParticleSysBone = Spark02 SparksLarge
7203        ParticleSysBone = Spark03 SparksMedium
7204        ParticleSysBone = Spark04 SparksMedium
7205        ParticleSysBone = Spark05 SparksSmall
7206        ParticleSysBone = Spark06 SparksSmall
7207        ParticleSysBone = Spark07 SparksSmall
7208      End
7209      ConditionState    = DAMAGED POWER_PLANT_UPGRADED
7210        Model           = NBPwrPlant_D
7211        ParticleSysBone = Smoke01 SteamVent
7212        ParticleSysBone = Smoke02 SteamVent
7213        ParticleSysBone = Smoke03 SmolderingSmoke
7214        ParticleSysBone = Smoke04 SmolderingSmoke
7215        ParticleSysBone = Smoke05 SmolderingSmoke
7216        ParticleSysBone = Smoke06 SmolderingSmoke
7217        ParticleSysBone = Fire01  SmolderingFire
7218        ParticleSysBone = Spark01 SparksLarge
7219        ParticleSysBone = Spark02 SparksLarge
7220        ParticleSysBone = Spark03 SparksMedium
7221        ParticleSysBone = Spark04 SparksMedium
7222        ParticleSysBone = Spark05 SparksMedium
7223        ParticleSysBone = Spark06 SparksSmall
7224        ParticleSysBone = Spark07 SparksSmall
7225      End
7226      ConditionState    = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
7227        Model           = NBPwrPlant_E
7228        ParticleSysBone = Smoke01 SteamVent
7229        ParticleSysBone = Smoke02 SteamVent
7230        ParticleSysBone = Smoke03 SmolderingSmoke
7231        ParticleSysBone = Smoke04 SmolderingSmoke
7232        ParticleSysBone = Smoke05 SmolderingSmoke
7233        ParticleSysBone = Smoke06 SmolderingSmoke
7234        ParticleSysBone = Fire01  SmolderingFire
7235        ParticleSysBone = Fire02  SmolderingFire
7236        ParticleSysBone = Spark01 SparksLarge
7237        ParticleSysBone = Spark02 SparksLarge
7238        ParticleSysBone = Spark03 SparksLarge
7239        ParticleSysBone = Spark04 SparksLarge
7240        ParticleSysBone = Spark05 SparksMedium
7241        ParticleSysBone = Spark06 SparksMedium
7242        ParticleSysBone = Spark07 SparksSmall
7243      End
7244      
7245      
7246      ; Snow-Day
7247      
7248      ConditionState    = SNOW
7249        Model           = NBPwrPlant_S
7250        ParticleSysBone = Smoke01 SteamVent
7251        ParticleSysBone = Smoke02 SteamVent
7252      End
7253      ConditionState    = DAMAGED SNOW
7254        Model           = NBPwrPlant_DS
7255        ParticleSysBone = Smoke01 SteamLarge
7256        ParticleSysBone = Smoke02 SteamMedium
7257        ParticleSysBone = Smoke03 SmolderingSmoke
7258        ParticleSysBone = Smoke04 SmolderingSmoke
7259        ParticleSysBone = Smoke05 SmolderingSmoke
7260        ParticleSysBone = Smoke06 FireFactionLarge
7261        ParticleSysBone = Fire01  SmolderingFire
7262      End
7263      ConditionState    = REALLYDAMAGED RUBBLE SNOW
7264        Model           = NBPwrPlant_ES
7265        ParticleSysBone = Smoke01 SteamVent
7266        ParticleSysBone = Smoke02 SteamVent
7267        ParticleSysBone = Smoke03 SmolderingSmoke
7268        ParticleSysBone = Smoke04 SmolderingSmoke
7269        ParticleSysBone = Smoke05 SmolderingSmoke
7270        ParticleSysBone = Smoke06 SmolderingSmoke
7271        ParticleSysBone = Fire01  SmolderingFire
7272        ParticleSysBone = Fire02  SmolderingFire
7273        ParticleSysBone = Spark01 SparksLarge
7274        ParticleSysBone = Spark02 SparksMedium
7275        ParticleSysBone = Spark03 SparksSmall
7276        ParticleSysBone = Spark04 LiveWireSparks
7277      End
7278  
7279      ; day overcharge
7280      ConditionState    = POWER_PLANT_UPGRADED SNOW
7281        Model           = NBPwrPlant_S
7282        ParticleSysBone = Smoke01 SteamVent
7283        ParticleSysBone = Smoke02 SteamVent
7284        ParticleSysBone = Spark01 SparksLarge
7285        ParticleSysBone = Spark02 SparksLarge
7286        ParticleSysBone = Spark03 SparksMedium
7287        ParticleSysBone = Spark04 SparksMedium
7288        ParticleSysBone = Spark05 SparksSmall
7289        ParticleSysBone = Spark06 SparksSmall
7290        ParticleSysBone = Spark07 SparksSmall
7291      End
7292      ConditionState    = DAMAGED POWER_PLANT_UPGRADED SNOW
7293        Model           = NBPwrPlant_DS
7294        ParticleSysBone = Smoke01 SteamVent
7295        ParticleSysBone = Smoke02 SteamVent
7296        ParticleSysBone = Smoke03 SmolderingSmoke
7297        ParticleSysBone = Smoke04 SmolderingSmoke
7298        ParticleSysBone = Smoke05 SmolderingSmoke
7299        ParticleSysBone = Smoke06 SmolderingSmoke
7300        ParticleSysBone = Fire01  SmolderingFire
7301        ParticleSysBone = Spark01 SparksLarge
7302        ParticleSysBone = Spark02 SparksLarge
7303        ParticleSysBone = Spark03 SparksMedium
7304        ParticleSysBone = Spark04 SparksMedium
7305        ParticleSysBone = Spark05 SparksMedium
7306        ParticleSysBone = Spark06 SparksSmall
7307        ParticleSysBone = Spark07 SparksSmall
7308      End
7309      ConditionState    = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
7310        Model           = NBPwrPlant_ES
7311        ParticleSysBone = Smoke01 SteamVent
7312        ParticleSysBone = Smoke02 SteamVent
7313        ParticleSysBone = Smoke03 SmolderingSmoke
7314        ParticleSysBone = Smoke04 SmolderingSmoke
7315        ParticleSysBone = Smoke05 SmolderingSmoke
7316        ParticleSysBone = Smoke06 SmolderingSmoke
7317        ParticleSysBone = Fire01  SmolderingFire
7318        ParticleSysBone = Fire02  SmolderingFire
7319        ParticleSysBone = Spark01 SparksLarge
7320        ParticleSysBone = Spark02 SparksLarge
7321        ParticleSysBone = Spark03 SparksLarge
7322        ParticleSysBone = Spark04 SparksLarge
7323        ParticleSysBone = Spark05 SparksMedium
7324        ParticleSysBone = Spark06 SparksMedium
7325        ParticleSysBone = Spark07 SparksSmall
7326      End
7327      
7328  
7329    ;night snow
7330      ConditionState    = NIGHT SNOW
7331        Model           = NBPwrPlant_NS
7332        Animation       = NBPwrPlant_NS.NBPwrPlant_NS
7333        AnimationMode   = LOOP
7334        ParticleSysBone = Smoke01 SteamVent
7335        ParticleSysBone = Smoke02 SteamVent
7336      End
7337      ConditionState    = NIGHT DAMAGED SNOW
7338        Model           = NBPwrPlant_DNS
7339        Animation       = NBPwrPlant_DNS.NBPwrPlant_DNS
7340        AnimationMode   = LOOP
7341        ParticleSysBone = Smoke01 SteamVent
7342        ParticleSysBone = Smoke02 SteamVent
7343        ParticleSysBone = Smoke03 SmolderingSmoke
7344        ParticleSysBone = Smoke04 SmolderingSmoke
7345        ParticleSysBone = Smoke05 SmolderingSmoke
7346        ParticleSysBone = Smoke06 SmolderingSmoke
7347        ParticleSysBone = Fire01  SmolderingFire
7348      End
7349      ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
7350        Model           = NBPwrPlant_ENS
7351        Animation       = NBPwrPlant_ENS.NBPwrPlant_ENS
7352        AnimationMode   = LOOP
7353        ParticleSysBone = Smoke01 SteamVent
7354        ParticleSysBone = Smoke02 SteamVent
7355        ParticleSysBone = Smoke03 SmolderingSmoke
7356        ParticleSysBone = Smoke04 SmolderingSmoke
7357        ParticleSysBone = Smoke05 SmolderingSmoke
7358        ParticleSysBone = Smoke06 SmolderingSmoke
7359        ParticleSysBone = Fire01  SmolderingFire
7360        ParticleSysBone = Fire02  SmolderingFire
7361        ParticleSysBone = Spark01 LiveWireSparks
7362        ParticleSysBone = Spark02 LiveWireSparks
7363        ParticleSysBone = Spark03 LiveWireSparks
7364        ParticleSysBone = Spark04 LiveWireSparks
7365      End
7366  
7367      ; night overcharge
7368      ConditionState    = NIGHT POWER_PLANT_UPGRADED SNOW
7369        Model           = NBPwrPlant_NS
7370        Animation       = NBPwrPlant_NS.NBPwrPlant_NS
7371        AnimationMode   = LOOP
7372        ParticleSysBone = Smoke01 SteamVent
7373        ParticleSysBone = Smoke02 SteamVent
7374        ParticleSysBone = Spark01 SparksLarge
7375        ParticleSysBone = Spark02 SparksLarge
7376        ParticleSysBone = Spark03 SparksMedium
7377        ParticleSysBone = Spark04 SparksMedium
7378        ParticleSysBone = Spark05 SparksSmall
7379        ParticleSysBone = Spark06 SparksSmall
7380        ParticleSysBone = Spark07 SparksSmall
7381      End
7382      ConditionState    = NIGHT DAMAGED POWER_PLANT_UPGRADED SNOW
7383        Model           = NBPwrPlant_DNS
7384        Animation       = NBPwrPlant_DNS.NBPwrPlant_DNS
7385        AnimationMode   = LOOP
7386        ParticleSysBone = Smoke01 SteamVent
7387        ParticleSysBone = Smoke02 SteamVent
7388        ParticleSysBone = Smoke03 SmolderingSmoke
7389        ParticleSysBone = Smoke04 SmolderingSmoke
7390        ParticleSysBone = Smoke05 SmolderingSmoke
7391        ParticleSysBone = Smoke06 SmolderingSmoke
7392        ParticleSysBone = Fire01  SmolderingFire
7393        ParticleSysBone = Spark01 SparksLarge
7394        ParticleSysBone = Spark02 SparksLarge
7395        ParticleSysBone = Spark03 SparksMedium
7396        ParticleSysBone = Spark04 SparksMedium
7397        ParticleSysBone = Spark05 SparksMedium
7398        ParticleSysBone = Spark06 SparksSmall
7399        ParticleSysBone = Spark07 SparksSmall
7400      End
7401      ConditionState    = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW
7402        Model           = NBPwrPlant_ENS
7403        Animation       = NBPwrPlant_ENS.NBPwrPlant_ENS
7404        AnimationMode   = LOOP
7405        ParticleSysBone = Smoke01 SteamVent
7406        ParticleSysBone = Smoke02 SteamVent
7407        ParticleSysBone = Smoke03 SmolderingSmoke
7408        ParticleSysBone = Smoke04 SmolderingSmoke
7409        ParticleSysBone = Smoke05 SmolderingSmoke
7410        ParticleSysBone = Smoke06 SmolderingSmoke
7411        ParticleSysBone = Fire01  SmolderingFire
7412        ParticleSysBone = Fire02  SmolderingFire
7413        ParticleSysBone = Spark01 SparksLarge
7414        ParticleSysBone = Spark02 SparksLarge
7415        ParticleSysBone = Spark03 SparksLarge
7416        ParticleSysBone = Spark04 SparksLarge
7417        ParticleSysBone = Spark05 SparksMedium
7418        ParticleSysBone = Spark06 SparksMedium
7419        ParticleSysBone = Spark07 SparksSmall
7420      End 
7421      
7422      
7423        ;night
7424      ConditionState    = NIGHT
7425        Model           = NBPwrPlant_N
7426        Animation       = NBPwrPlant_N.NBPwrPlant_N
7427        AnimationMode   = LOOP
7428        ParticleSysBone = Smoke01 SteamVent
7429        ParticleSysBone = Smoke02 SteamVent
7430      End
7431      ConditionState    = NIGHT DAMAGED
7432        Model           = NBPwrPlant_DN
7433        Animation       = NBPwrPlant_DN.NBPwrPlant_DN
7434        AnimationMode   = LOOP
7435        ParticleSysBone = Smoke01 SteamVent
7436        ParticleSysBone = Smoke02 SteamVent
7437        ParticleSysBone = Smoke03 SmolderingSmoke
7438        ParticleSysBone = Smoke04 SmolderingSmoke
7439        ParticleSysBone = Smoke05 SmolderingSmoke
7440        ParticleSysBone = Smoke06 SmolderingSmoke
7441        ParticleSysBone = Fire01  SmolderingFire
7442      End
7443      ConditionState    = REALLYDAMAGED RUBBLE NIGHT
7444        Model           = NBPwrPlant_EN
7445        Animation       = NBPwrPlant_EN.NBPwrPlant_EN
7446        AnimationMode   = LOOP
7447        ParticleSysBone = Smoke01 SteamVent
7448        ParticleSysBone = Smoke02 SteamVent
7449        ParticleSysBone = Smoke03 SmolderingSmoke
7450        ParticleSysBone = Smoke04 SmolderingSmoke
7451        ParticleSysBone = Smoke05 SmolderingSmoke
7452        ParticleSysBone = Smoke06 SmolderingSmoke
7453        ParticleSysBone = Fire01  SmolderingFire
7454        ParticleSysBone = Fire02  SmolderingFire
7455        ParticleSysBone = Spark01 LiveWireSparks
7456        ParticleSysBone = Spark02 LiveWireSparks
7457        ParticleSysBone = Spark03 LiveWireSparks
7458        ParticleSysBone = Spark04 LiveWireSparks
7459      End
7460  
7461      ; night overcharge
7462      ConditionState    = NIGHT POWER_PLANT_UPGRADED
7463        Model           = NBPwrPlant_N
7464        Animation       = NBPwrPlant_N.NBPwrPlant_N
7465        AnimationMode   = LOOP
7466        ParticleSysBone = Smoke01 SteamVent
7467        ParticleSysBone = Smoke02 SteamVent
7468        ParticleSysBone = Spark01 SparksLarge
7469        ParticleSysBone = Spark02 SparksLarge
7470        ParticleSysBone = Spark03 SparksMedium
7471        ParticleSysBone = Spark04 SparksMedium
7472        ParticleSysBone = Spark05 SparksSmall
7473        ParticleSysBone = Spark06 SparksSmall
7474        ParticleSysBone = Spark07 SparksSmall
7475      End
7476      ConditionState    = NIGHT DAMAGED POWER_PLANT_UPGRADED
7477        Model           = NBPwrPlant_DN
7478        Animation       = NBPwrPlant_DN.NBPwrPlant_DN
7479        AnimationMode   = LOOP
7480        ParticleSysBone = Smoke01 SteamVent
7481        ParticleSysBone = Smoke02 SteamVent
7482        ParticleSysBone = Smoke03 SmolderingSmoke
7483        ParticleSysBone = Smoke04 SmolderingSmoke
7484        ParticleSysBone = Smoke05 SmolderingSmoke
7485        ParticleSysBone = Smoke06 SmolderingSmoke
7486        ParticleSysBone = Fire01  SmolderingFire
7487        ParticleSysBone = Spark01 SparksLarge
7488        ParticleSysBone = Spark02 SparksLarge
7489        ParticleSysBone = Spark03 SparksMedium
7490        ParticleSysBone = Spark04 SparksMedium
7491        ParticleSysBone = Spark05 SparksMedium
7492        ParticleSysBone = Spark06 SparksSmall
7493        ParticleSysBone = Spark07 SparksSmall
7494      End
7495      ConditionState    = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED
7496        Model           = NBPwrPlant_EN
7497        Animation       = NBPwrPlant_EN.NBPwrPlant_EN
7498        AnimationMode   = LOOP
7499        ParticleSysBone = Smoke01 SteamVent
7500        ParticleSysBone = Smoke02 SteamVent
7501        ParticleSysBone = Smoke03 SmolderingSmoke
7502        ParticleSysBone = Smoke04 SmolderingSmoke
7503        ParticleSysBone = Smoke05 SmolderingSmoke
7504        ParticleSysBone = Smoke06 SmolderingSmoke
7505        ParticleSysBone = Fire01  SmolderingFire
7506        ParticleSysBone = Fire02  SmolderingFire
7507        ParticleSysBone = Spark01 SparksLarge
7508        ParticleSysBone = Spark02 SparksLarge
7509        ParticleSysBone = Spark03 SparksLarge
7510        ParticleSysBone = Spark04 SparksLarge
7511        ParticleSysBone = Spark05 SparksMedium
7512        ParticleSysBone = Spark06 SparksMedium
7513        ParticleSysBone = Spark07 SparksSmall
7514      End 
7515      
7516          ;**************************************************************************************************************************
7517      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
7518      ;for this draw module
7519      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7520        Model              = NBPwrPlant
7521        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7522      End
7523      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
7524        Model              = NBPwrPlant_D
7525        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7526      End
7527      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
7528        Model              = NBPwrPlant_E
7529        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7530      End
7531      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
7532        Model              = NBPwrPlant_N
7533        Animation          = NBPwrPlant_N.NBPwrPlant_N
7534        AnimationMode      = LOOP
7535        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7536      End
7537      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
7538        Model              = NBPwrPlant_DN
7539        Animation          = NBPwrPlant_DN.NBPwrPlant_DN
7540        AnimationMode      = LOOP
7541        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7542      End
7543      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
7544        Model              = NBPwrPlant_EN
7545        Animation          = NBPwrPlant_EN.NBPwrPlant_EN
7546        AnimationMode      = LOOP
7547        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7548      End
7549      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
7550        Model              = NBPwrPlant_S
7551        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7552      End
7553      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
7554        Model              = NBPwrPlant_DS
7555        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7556      End
7557      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
7558        Model              = NBPwrPlant_ES
7559        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7560      End
7561      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
7562        Model              = NBPwrPlant_NS
7563        Animation          = NBPwrPlant_NS.NBPwrPlant_NS
7564        AnimationMode      = LOOP
7565        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7566      End
7567      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
7568        Model              = NBPwrPlant_DNS
7569        Animation          = NBPwrPlant_DNS.NBPwrPlant_DNS
7570        AnimationMode      = LOOP
7571        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7572      End
7573      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
7574        Model              = NBPwrPlant_ENS
7575        Animation          = NBPwrPlant_ENS.NBPwrPlant_ENS
7576        AnimationMode      = LOOP
7577        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7578      End
7579  
7580      ConditionState       = AWAITING_CONSTRUCTION 
7581        Model              = NONE
7582      End
7583      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
7584      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
7585      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
7586      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
7587      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
7588      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
7589      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
7590      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
7591      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
7592      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
7593      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
7594      AliasConditionState  = SOLD 
7595      AliasConditionState  = SOLD DAMAGED
7596      AliasConditionState  = SOLD REALLYDAMAGED
7597      AliasConditionState  = SOLD NIGHT
7598      AliasConditionState  = SOLD NIGHT DAMAGED
7599      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
7600      AliasConditionState  = SOLD SNOW
7601      AliasConditionState  = SOLD SNOW DAMAGED
7602      AliasConditionState  = SOLD SNOW REALLYDAMAGED
7603      AliasConditionState  = SOLD NIGHT SNOW
7604      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
7605      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
7606      AliasConditionState  = SOLD  POWER_PLANT_UPGRADED
7607      AliasConditionState  = SOLD DAMAGED POWER_PLANT_UPGRADED
7608      AliasConditionState  = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED
7609      AliasConditionState  = SOLD NIGHT POWER_PLANT_UPGRADED
7610      AliasConditionState  = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED
7611      AliasConditionState  = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED
7612      AliasConditionState  = SOLD SNOW POWER_PLANT_UPGRADED
7613      AliasConditionState  = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED
7614      AliasConditionState  = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
7615      AliasConditionState  = SOLD NIGHT SNOW POWER_PLANT_UPGRADED
7616      AliasConditionState  = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED
7617      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
7618      ;**************************************************************************************************************************
7619  
7620    End
7621      
7622    ; ------------ construction-zone fence -----------------
7623    Draw = W3DModelDraw ModuleTag_02
7624    AnimationsRequirePower = No
7625      DefaultConditionState
7626        Model           = None
7627        TransitionKey   = DOWN_DEFAULT
7628      End
7629      ConditionState    = NIGHT
7630        Model           = None
7631        TransitionKey   = DOWN_DEFAULT
7632      End
7633      ConditionState    = SNOW
7634        Model           = None
7635        TransitionKey   = DOWN_DEFAULT
7636      End
7637      ConditionState    = SNOW NIGHT
7638        Model           = None
7639        TransitionKey   = DOWN_DEFAULT
7640      End
7641      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7642        Model           = NBPwrPlant_A4
7643        Animation       = NBPwrPlant_A4.NBPwrPlant_A4
7644        AnimationMode   = MANUAL
7645        Flags           = START_FRAME_LAST
7646        TransitionKey   = UP_DAY
7647      End
7648      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7649        Model           = NBPwrPlant_A4N
7650        Animation       = NBPwrPlant_A4N.NBPwrPlant_A4N
7651        AnimationMode   = MANUAL
7652        Flags           = START_FRAME_LAST
7653        TransitionKey   = UP_NIGHT
7654      End
7655      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7656        Model           = NBPwrPlant_A4S
7657        Animation       = NBPwrPlant_A4S.NBPwrPlant_A4S
7658        AnimationMode   = MANUAL
7659        Flags           = START_FRAME_LAST
7660        TransitionKey   = UP_SNOW
7661      End
7662      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7663        Model           = NBPwrPlant_A4SN
7664        Animation       = NBPwrPlant_A4SN.NBPwrPlant_A4SN
7665        AnimationMode   = MANUAL
7666        Flags           = START_FRAME_LAST
7667        TransitionKey   = UP_SNOWNIGHT
7668      End
7669      TransitionState   = DOWN_DEFAULT UP_DAY
7670        Model           = NBPwrPlant_A4
7671        Animation       = NBPwrPlant_A4.NBPwrPlant_A4
7672        AnimationMode   = ONCE
7673        AnimationSpeedFactorRange = 1.0 1.0
7674        Flags           = START_FRAME_FIRST
7675      End
7676      TransitionState   = DOWN_DEFAULT UP_NIGHT
7677        Model           = NBPwrPlant_A4N
7678        Animation       = NBPwrPlant_A4N.NBPwrPlant_A4N
7679        AnimationMode   = ONCE
7680        AnimationSpeedFactorRange = 1.0 1.0
7681        Flags           = START_FRAME_FIRST
7682      End
7683      TransitionState   = DOWN_DEFAULT UP_SNOW
7684        Model           = NBPwrPlant_A4S
7685        Animation       = NBPwrPlant_A4S.NBPwrPlant_A4S
7686        AnimationMode   = ONCE
7687        AnimationSpeedFactorRange = 1.0 1.0
7688        Flags           = START_FRAME_FIRST
7689      End
7690      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
7691        Model           = NBPwrPlant_A4SN
7692        Animation       = NBPwrPlant_A4SN.NBPwrPlant_A4SN
7693        AnimationMode   = ONCE
7694        AnimationSpeedFactorRange = 1.0 1.0
7695        Flags           = START_FRAME_FIRST
7696      End
7697      TransitionState   = UP_DAY DOWN_DEFAULT
7698        Model           = NBPwrPlant_A4
7699        Animation       = NBPwrPlant_A4.NBPwrPlant_A4
7700        AnimationMode   = ONCE_BACKWARDS
7701        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7702        Flags           = START_FRAME_LAST
7703      End
7704      TransitionState   = UP_NIGHT DOWN_DEFAULT
7705        Model           = NBPwrPlant_A4N
7706  
7707        Animation       = NBPwrPlant_A4N.NBPwrPlant_A4N
7708        AnimationMode   = ONCE_BACKWARDS
7709        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7710        Flags           = START_FRAME_LAST
7711      End
7712      TransitionState   = UP_SNOW DOWN_DEFAULT
7713        Model           = NBPwrPlant_A4S
7714        Animation       = NBPwrPlant_A4S.NBPwrPlant_A4S
7715        AnimationMode   = ONCE_BACKWARDS
7716        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7717        Flags           = START_FRAME_LAST
7718      End
7719      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
7720        Model           = NBPwrPlant_A4SN
7721        Animation       = NBPwrPlant_A4SN.NBPwrPlant_A4SN
7722        AnimationMode   = ONCE_BACKWARDS
7723        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7724        Flags           = START_FRAME_LAST
7725      End
7726    End
7727  
7728    ; ------------ under-construction scaffolding -----------------
7729    Draw = W3DModelDraw ModuleTag_03
7730    AnimationsRequirePower = No
7731      MinLODRequired = MEDIUM
7732      DefaultConditionState
7733        Model           = None
7734        TransitionKey   = DOWN_DEFAULT
7735      End
7736      ConditionState    = NIGHT
7737        Model           = None
7738        TransitionKey   = DOWN_DEFAULT
7739      End
7740      ConditionState    = SNOW
7741        Model           = None
7742        TransitionKey   = DOWN_DEFAULT
7743      End
7744      ConditionState    = SNOW NIGHT
7745        Model           = None
7746        TransitionKey   = DOWN_DEFAULT
7747      End
7748      ConditionState    = PARTIALLY_CONSTRUCTED
7749        Model           = NBPwrPlant_A6
7750        Animation       = NBPwrPlant_A6.NBPwrPlant_A6
7751        AnimationMode   = MANUAL
7752        Flags           = START_FRAME_LAST
7753        TransitionKey   = UP_DAY
7754        ParticleSysBone = Dust01 BuildingDustChina
7755        ParticleSysBone = Smoke01 BuildUpSmokeChina
7756        ParticleSysBone = Smoke02 BuildUpSmokeChina
7757        ParticleSysBone = Smoke03 BuildUpSmokeChina
7758        ParticleSysBone = Smoke04 BuildUpSmokeChina
7759      End
7760      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
7761        Model           = NBPwrPlant_A6N
7762        Animation       = NBPwrPlant_A6N.NBPwrPlant_A6N
7763        AnimationMode   = MANUAL
7764        Flags           = START_FRAME_LAST
7765        TransitionKey   = UP_NIGHT
7766        ParticleSysBone = Dust01 BuildingDustChina
7767        ParticleSysBone = Smoke01 BuildUpSmokeChina
7768        ParticleSysBone = Smoke02 BuildUpSmokeChina
7769        ParticleSysBone = Smoke03 BuildUpSmokeChina
7770        ParticleSysBone = Smoke04 BuildUpSmokeChina
7771      End
7772      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
7773        Model           = NBPwrPlant_A6S
7774        Animation       = NBPwrPlant_A6S.NBPwrPlant_A6S
7775        AnimationMode   = MANUAL
7776        Flags           = START_FRAME_LAST
7777        TransitionKey   = UP_SNOW
7778        ParticleSysBone = Dust01 BuildingSnowDust
7779        ParticleSysBone = Smoke01 BuildUpSnowSmoke
7780        ParticleSysBone = Smoke02 BuildUpSnowSmoke
7781        ParticleSysBone = Smoke03 BuildUpSnowSmoke
7782        ParticleSysBone = Smoke04 BuildUpSnowSmoke
7783      End
7784      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
7785        Model           = NBPwrPlant_A6SN
7786        Animation       = NBPwrPlant_A6SN.NBPwrPlant_A6SN
7787        AnimationMode   = MANUAL
7788        Flags           = START_FRAME_LAST
7789        TransitionKey   = UP_SNOWNIGHT
7790        ParticleSysBone = Dust01 BuildingNightSnowDust
7791        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
7792        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
7793        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
7794        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
7795      End
7796      TransitionState   = DOWN_DEFAULT UP_DAY
7797       Model            = NBPwrPlant_A6
7798        Animation       = NBPwrPlant_A6.NBPwrPlant_A6
7799        AnimationMode   = ONCE
7800        AnimationSpeedFactorRange = 1.0 1.0
7801        Flags           = START_FRAME_FIRST
7802      End
7803      TransitionState   = DOWN_DEFAULT UP_NIGHT
7804       Model            = NBPwrPlant_A6N
7805        Animation       = NBPwrPlant_A6N.NBPwrPlant_A6N
7806        AnimationMode   = ONCE
7807        AnimationSpeedFactorRange = 1.0 1.0
7808        Flags           = START_FRAME_FIRST
7809      End
7810      TransitionState   = DOWN_DEFAULT UP_SNOW
7811       Model            = NBPwrPlant_A6S
7812        Animation       = NBPwrPlant_A6S.NBPwrPlant_A6S
7813        AnimationMode   = ONCE
7814        AnimationSpeedFactorRange = 1.0 1.0
7815        Flags           = START_FRAME_FIRST
7816      End
7817      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
7818       Model            = NBPwrPlant_A6SN
7819        Animation       = NBPwrPlant_A6SN.NBPwrPlant_A6SN
7820        AnimationMode   = ONCE
7821        AnimationSpeedFactorRange = 1.0 1.0
7822        Flags           = START_FRAME_FIRST
7823      End
7824      TransitionState   = UP_DAY DOWN_DEFAULT
7825        Model           = NBPwrPlant_A6
7826        Animation       = NBPwrPlant_A6.NBPwrPlant_A6
7827        AnimationMode   = ONCE_BACKWARDS
7828        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7829        Flags           = START_FRAME_LAST
7830      End
7831      TransitionState   = UP_NIGHT DOWN_DEFAULT
7832        Model           = NBPwrPlant_A6N
7833        Animation       = NBPwrPlant_A6N.NBPwrPlant_A6N
7834        AnimationMode   = ONCE_BACKWARDS
7835        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7836        Flags           = START_FRAME_LAST
7837      End
7838      TransitionState   = UP_SNOW DOWN_DEFAULT
7839        Model           = NBPwrPlant_A6S
7840        Animation       = NBPwrPlant_A6S.NBPwrPlant_A6S
7841        AnimationMode   = ONCE_BACKWARDS
7842        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7843        Flags           = START_FRAME_LAST
7844      End
7845      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
7846        Model           = NBPwrPlant_A6SN
7847        Animation       = NBPwrPlant_A6SN.NBPwrPlant_A6SN
7848        AnimationMode   = ONCE_BACKWARDS
7849        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7850        Flags           = START_FRAME_LAST
7851      End
7852    End
7853  
7854    ; ------------ being-constructed crane -----------------
7855    Draw = W3DModelDraw ModuleTag_04
7856    AnimationsRequirePower = No
7857      DefaultConditionState
7858        Model           = None
7859        TransitionKey   = DOWN_DEFAULT
7860      End
7861      ConditionState    = NIGHT
7862        Model           = None
7863        TransitionKey   = DOWN_DEFAULT
7864      End
7865      ConditionState    = SNOW
7866        Model           = None
7867        TransitionKey   = DOWN_DEFAULT
7868      End
7869      ConditionState    = SNOW NIGHT
7870        Model           = None
7871        TransitionKey   = DOWN_DEFAULT
7872      End
7873      ConditionState    = SOLD
7874        Model           = NONE
7875      End
7876  
7877      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
7878        Model           = NBPwrPlant_A5
7879        Animation       = NBPwrPlant_A5.NBPwrPlant_A5
7880        AnimationMode   = LOOP
7881        TransitionKey  = UP_DAY
7882      End
7883  
7884      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
7885        Model           = NBPwrPlant_A5N
7886        Animation       = NBPwrPlant_A5N.NBPwrPlant_A5N
7887        AnimationMode   = LOOP
7888        TransitionKey  = UP_NIGHT
7889      End
7890      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
7891        Model           = NBPwrPlant_A5S
7892        Animation       = NBPwrPlant_A5S.NBPwrPlant_A5S
7893        AnimationMode   = LOOP
7894        TransitionKey  = UP_SNOW
7895      End
7896      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
7897        Model           = NBPwrPlant_A5SN
7898        Animation       = NBPwrPlant_A5SN.NBPwrPlant_A5SN
7899        AnimationMode   = LOOP
7900        TransitionKey  = UP_SNOWNIGHT
7901      End
7902      TransitionState   = DOWN_DEFAULT UP_DAY
7903        Model            = NBPwrPlant_AB
7904        Animation       = NBPwrPlant_AB.NBPwrPlant_AB
7905        AnimationMode   = ONCE
7906        AnimationSpeedFactorRange = 1.0 1.0
7907        Flags           = START_FRAME_FIRST
7908      End
7909  
7910      TransitionState   = DOWN_DEFAULT UP_NIGHT
7911        Model            = NBPwrPlant_ABN
7912        Animation       = NBPwrPlant_ABN.NBPwrPlant_ABN
7913        AnimationMode   = ONCE
7914        AnimationSpeedFactorRange = 1.0 1.0
7915        Flags           = START_FRAME_FIRST
7916      End
7917      TransitionState   = DOWN_DEFAULT UP_SNOW
7918        Model            = NBPwrPlant_ABS
7919        Animation       = NBPwrPlant_ABS.NBPwrPlant_ABS
7920        AnimationMode   = ONCE
7921        AnimationSpeedFactorRange = 1.0 1.0
7922        Flags           = START_FRAME_FIRST
7923      End
7924      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
7925        Model            = NBPwrPlant_ABSN
7926        Animation       = NBPwrPlant_ABSN.NBPwrPlant_ABSN
7927        AnimationMode   = ONCE
7928        AnimationSpeedFactorRange = 1.0 1.0
7929        Flags           = START_FRAME_FIRST
7930      End
7931      TransitionState   = UP_DAY DOWN_DEFAULT
7932        Model            = NBPwrPlant_AB
7933        Animation       = NBPwrPlant_AB.NBPwrPlant_AB
7934        AnimationMode   = ONCE_BACKWARDS
7935        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7936        Flags           = START_FRAME_LAST
7937      End
7938      TransitionState   = UP_NIGHT DOWN_DEFAULT
7939        Model            = NBPwrPlant_ABN
7940        Animation       = NBPwrPlant_ABN.NBPwrPlant_ABN
7941        AnimationMode   = ONCE_BACKWARDS
7942        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7943        Flags           = START_FRAME_LAST
7944      End
7945      TransitionState   = UP_SNOW DOWN_DEFAULT
7946        Model            = NBPwrPlant_ABS
7947        Animation       = NBPwrPlant_ABS.NBPwrPlant_ABS
7948        AnimationMode   = ONCE_BACKWARDS
7949        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7950        Flags           = START_FRAME_LAST
7951      End
7952      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
7953        Model            = NBPwrPlant_ABSN
7954        Animation       = NBPwrPlant_ABSN.NBPwrPlant_ABSN
7955        AnimationMode   = ONCE_BACKWARDS
7956        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7957        Flags           = START_FRAME_LAST
7958      End
7959    End
7960    
7961    PlacementViewAngle  = -45
7962  
7963    ; ***DESIGN parameters ***
7964    DisplayName         = OBJECT:NuclearReactor
7965    Side                = ChinaTankGeneral
7966    EditorSorting       = STRUCTURE
7967  
7968    BuildCost           = 1000
7969    BuildTime           = 10.0           ; in seconds
7970    EnergyProduction    = 10
7971    EnergyBonus         = 5              ; for the overcharge bonus
7972    VisionRange         = 200.0          ; Shroud clearing distance
7973    ShroudClearingRange = 200
7974    ArmorSet
7975      Conditions        = None
7976      Armor             = StructureArmor
7977      DamageFX          = StructureDamageFXNoShake
7978    End
7979    CommandSet          = ChinaPowerPlantCommandSet
7980    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
7981   
7982    ; *** AUDIO Parameters ***
7983    VoiceSelect         = NuclearReactorSelect
7984    SoundOnDamaged        = BuildingDamagedStateLight
7985    SoundOnReallyDamaged  = BuildingDestroy
7986  
7987    UnitSpecificSounds
7988      UnderConstruction     = UnderConstructionLoop
7989    End
7990  
7991    ; *** ENGINEERING Parameters ***
7992    RadarPriority       = STRUCTURE
7993    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY
7994  
7995    Body                = StructureBody ModuleTag_05
7996      MaxHealth         = 1500.0
7997      InitialHealth     = 1500.0
7998  
7999      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
8000      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
8001      SubdualDamageCap = 1700
8002      SubdualDamageHealRate = 500
8003      SubdualDamageHealAmount = 100
8004    End
8005  
8006    Behavior            = OverchargeBehavior ModuleTag_06
8007      HealthPercentToDrainPerSecond    = 3% ;% of max health to drain per second
8008      NotAllowedWhenHealthBelowPercent = 0% ;When currHealth below this, it turns off automatically
8009    End
8010    
8011    Behavior                 = DestroyDie ModuleTag_07
8012      ;nothing
8013    End
8014    Behavior                 = CreateObjectDie ModuleTag_08
8015      CreationList      = OCL_SmallStructureDebris
8016    End
8017  
8018    Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
8019      DeathWeapon = ChinaPowerPlantDeathWeapon
8020      StartsActive  = Yes
8021    End
8022  
8023    Behavior = ProductionUpdate ModuleTag_10
8024      ; nothing, but is required if we have any Object-level Upgrades!
8025    End
8026    Behavior = PowerPlantUpdate ModuleTag_11
8027      RodsExtendTime = 1
8028    End
8029  
8030    Behavior = GenerateMinefieldBehavior     ModuleTag_12
8031      TriggeredBy           = Upgrade_ChinaMines
8032      MineName              = ChinaStandardMine
8033      SmartBorder           = Yes
8034      AlwaysCircular        = Yes
8035  
8036      Upgradable            = Yes
8037      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
8038      UpgradedMineName      = ChinaEMPMine
8039    End
8040  
8041    Behavior = FlammableUpdate ModuleTag_14
8042      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
8043      AflameDamageAmount = 5       ; taking this much damage...
8044      AflameDamageDelay = 500       ; this often.
8045    End
8046  
8047    Behavior = TransitionDamageFX ModuleTag_15
8048      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
8049      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
8050      ;---------------------------------------------------------------------------------------
8051      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
8052      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
8053      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
8054    End
8055  
8056    Behavior             = FXListDie ModuleTag_16
8057      DeathFX       = FX_BuildingDie
8058    End
8059  
8060    Behavior = CommandSetUpgrade ModuleTag_25
8061      CommandSet = ChinaPowerPlantCommandSetUpgrade
8062      TriggeredBy = Upgrade_ChinaMines
8063    End
8064    Behavior = ArmorUpgrade ModuleTag_26
8065      TriggeredBy = Upgrade_ChinaEMPMines
8066    End
8067  
8068    Geometry            = BOX
8069    GeometryMajorRadius = 27.0
8070    GeometryMinorRadius = 34.0
8071    GeometryHeight      = 40.0
8072    GeometryIsSmall     = No
8073    Shadow              = SHADOW_VOLUME
8074    BuildCompletion     = PLACED_BY_PLAYER
8075  
8076  End
8077  
8078  
8079  
8080  
8081  
8082  
8083  
8084  
8085  
8086  
8087  
8088  
8089  
8090  
8091  
8092  ;------------------------------------------------------------------------------
8093  Object Tank_ChinaSupplyCenter
8094  
8095    ; *** ART Parameters ***
8096    SelectPortrait         = SNSupplyCenter_L
8097    ButtonImage            = SNSupplyCenter
8098    Draw = W3DModelDraw ModuleTag_01
8099      OkToChangeModelColor = Yes
8100      ;day
8101      ConditionState = NONE
8102        Model = NBSupCent
8103        ;Animation       = NBSupCent.NBSupCent
8104        ;AnimationMode   = LOOP
8105      End
8106      ConditionState = DAMAGED
8107        Model = NBSupCent_D
8108        ;Animation       = NBSupCent_D.NBSupCent_D
8109        ;AnimationMode   = LOOP
8110      End
8111      ConditionState = REALLYDAMAGED RUBBLE
8112        Model = NBSupCent_E
8113        ;Animation       = NBSupCent_E.NBSupCent_E
8114        ;AnimationMode   = LOOP
8115      End
8116      
8117      
8118      ConditionState = SNOW
8119        Model = NBSupCent_S
8120        ;Animation       = NBSupCent.NBSupCent
8121        ;AnimationMode   = LOOP
8122      End
8123      ConditionState = DAMAGED SNOW
8124        Model = NBSupCent_DS
8125        ;Animation       = NBSupCent_D.NBSupCent_D
8126        ;AnimationMode   = LOOP
8127      End
8128      ConditionState = REALLYDAMAGED RUBBLE SNOW
8129        Model = NBSupCent_ES
8130        ;Animation       = NBSupCent_E.NBSupCent_E
8131        ;AnimationMode   = LOOP
8132      End
8133      
8134      
8135      ConditionState = SNOW NIGHT
8136        Model = NBSupCent_NS
8137        ;Animation       = NBSupCent.NBSupCent
8138        ;AnimationMode   = LOOP
8139      End
8140      ConditionState = DAMAGED SNOW NIGHT
8141        Model = NBSupCent_DNS
8142        ;Animation       = NBSupCent_D.NBSupCent_D
8143        ;AnimationMode   = LOOP
8144      End
8145      ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
8146        Model = NBSupCent_ENS
8147        ;Animation       = NBSupCent_E.NBSupCent_E
8148        ;AnimationMode   = LOOP
8149      End
8150      
8151  
8152      ConditionState = NIGHT
8153        Model           = NBSupCent_N
8154        ;Animation       = NBSupCent_N.NBSupCent_N
8155        ;AnimationMode   = LOOP
8156      End  
8157      ConditionState = NIGHT DAMAGED
8158        Model           = NBSupCent_DN
8159  
8160        ;Animation       = NBSupCent_N.NBSupCent_N
8161        ;AnimationMode   = LOOP
8162      End  
8163      ConditionState = NIGHT REALLYDAMAGED RUBBLE
8164        Model           = NBSupCent_EN
8165        ;Animation       = NBSupCent_N.NBSupCent_N
8166        ;AnimationMode   = LOOP
8167      End  
8168      
8169      
8170          ;**************************************************************************************************************************
8171      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
8172      ;for this draw module
8173      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8174        Model              = NBSupCent
8175        ;Animation          = NBSupCent.NBSupCent
8176        ;AnimationMode      = LOOP
8177        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8178      End
8179      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
8180        Model              = NBSupCent_D
8181        ;Animation          = NBSupCent_D.NBSupCent_D
8182        ;AnimationMode      = LOOP
8183        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8184      End
8185      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
8186        Model              = NBSupCent_E
8187        ;Animation          = NBSupCent_E.NBSupCent_E
8188        ;AnimationMode      = LOOP
8189        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8190      End
8191      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
8192        Model              = NBSupCent_N
8193        ;Animation          = NBSupCent_N.NBSupCent_N
8194        ;AnimationMode      = LOOP
8195        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8196      End
8197      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
8198        Model              = NBSupCent_DN
8199        ;Animation          = NBSupCent_DN.NBSupCent_DN
8200        ;AnimationMode      = LOOP
8201        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8202      End
8203      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
8204        Model              = NBSupCent_EN
8205        ;Animation          = NBSupCent_EN.NBSupCent_EN
8206        ;AnimationMode      = LOOP
8207        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8208      End
8209      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
8210        Model              = NBSupCent_S
8211        ;Animation          = NBSupCent_S.NBSupCent_S
8212        ;AnimationMode      = LOOP
8213        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8214      End
8215      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
8216        Model              = NBSupCent_DS
8217        ;Animation          = NBSupCent_DS.NBSupCent_DS
8218        ;AnimationMode      = LOOP
8219        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8220      End
8221      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
8222        Model              = NBSupCent_ES
8223        ;Animation          = NBSupCent_ES.NBSupCent_ES
8224        ;AnimationMode      = LOOP
8225        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8226      End
8227      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
8228        Model              = NBSupCent_NS
8229        ;Animation          = NBSupCent_NS.NBSupCent_NS
8230        ;AnimationMode      = LOOP
8231        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8232      End
8233      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
8234        Model              = NBSupCent_DNS
8235        ;Animation          = NBSupCent_DNS.NBSupCent_DNS
8236        ;AnimationMode      = LOOP
8237        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8238      End
8239      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
8240        Model              = NBSupCent_ENS
8241        ;Animation          = NBSupCent_ENS.NBSupCent_ENS
8242        ;AnimationMode      = LOOP
8243        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8244      End
8245  
8246      ConditionState       = AWAITING_CONSTRUCTION 
8247        Model              = NONE
8248      End
8249      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
8250      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
8251      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
8252      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
8253      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
8254      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
8255      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
8256      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
8257      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
8258      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
8259      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
8260      AliasConditionState  = SOLD 
8261      AliasConditionState  = SOLD DAMAGED
8262      AliasConditionState  = SOLD REALLYDAMAGED
8263      AliasConditionState  = SOLD NIGHT
8264      AliasConditionState  = SOLD NIGHT DAMAGED
8265      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
8266      AliasConditionState  = SOLD SNOW
8267      AliasConditionState  = SOLD SNOW DAMAGED
8268      AliasConditionState  = SOLD SNOW REALLYDAMAGED
8269      AliasConditionState  = SOLD NIGHT SNOW
8270      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
8271      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
8272      ;**************************************************************************************************************************
8273    End
8274      
8275    ; ------------ construction-zone fence -----------------
8276    Draw = W3DModelDraw ModuleTag_02
8277    AnimationsRequirePower = No
8278      DefaultConditionState
8279        Model           = None
8280        TransitionKey   = DOWN_DEFAULT
8281      End
8282      ConditionState    = NIGHT
8283        Model           = None
8284        TransitionKey   = DOWN_DEFAULT
8285      End
8286      ConditionState    = SNOW
8287        Model           = None
8288        TransitionKey   = DOWN_DEFAULT
8289      End
8290      ConditionState    = SNOW NIGHT
8291        Model           = None
8292        TransitionKey   = DOWN_DEFAULT
8293      End
8294      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8295        Model           = NBSupCent_A4
8296        Animation       = NBSupCent_A4.NBSupCent_A4
8297        AnimationMode   = MANUAL
8298        Flags           = START_FRAME_LAST
8299        TransitionKey   = UP_DAY
8300      End
8301      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8302        Model           = NBSupCent_A4N
8303        Animation       = NBSupCent_A4N.NBSupCent_A4N
8304        AnimationMode   = MANUAL
8305        Flags           = START_FRAME_LAST
8306        TransitionKey   = UP_NIGHT
8307      End
8308      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8309        Model           = NBSupCent_A4S
8310        Animation       = NBSupCent_A4S.NBSupCent_A4S
8311        AnimationMode   = MANUAL
8312        Flags           = START_FRAME_LAST
8313        TransitionKey   = UP_SNOW
8314      End
8315      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8316        Model           = NBSupCent_A4SN
8317        Animation       = NBSupCent_A4SN.NBSupCent_A4SN
8318        AnimationMode   = MANUAL
8319        Flags           = START_FRAME_LAST
8320        TransitionKey   = UP_SNOWNIGHT
8321      End
8322      TransitionState   = DOWN_DEFAULT UP_DAY
8323        Model           = NBSupCent_A4
8324        Animation       = NBSupCent_A4.NBSupCent_A4
8325        AnimationMode   = ONCE
8326        AnimationSpeedFactorRange = 1.0 1.0
8327        Flags           = START_FRAME_FIRST
8328      End
8329      TransitionState   = DOWN_DEFAULT UP_NIGHT
8330        Model           = NBSupCent_A4N
8331        Animation       = NBSupCent_A4N.NBSupCent_A4N
8332        AnimationMode   = ONCE
8333        AnimationSpeedFactorRange = 1.0 1.0
8334        Flags           = START_FRAME_FIRST
8335      End
8336      TransitionState   = DOWN_DEFAULT UP_SNOW
8337        Model           = NBSupCent_A4S
8338        Animation       = NBSupCent_A4S.NBSupCent_A4S
8339        AnimationMode   = ONCE
8340        AnimationSpeedFactorRange = 1.0 1.0
8341        Flags           = START_FRAME_FIRST
8342      End
8343      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
8344        Model           = NBSupCent_A4SN
8345        Animation       = NBSupCent_A4SN.NBSupCent_A4SN
8346        AnimationMode   = ONCE
8347        AnimationSpeedFactorRange = 1.0 1.0
8348        Flags           = START_FRAME_FIRST
8349      End
8350      TransitionState   = UP_DAY DOWN_DEFAULT
8351        Model           = NBSupCent_A4
8352        Animation       = NBSupCent_A4.NBSupCent_A4
8353        AnimationMode   = ONCE_BACKWARDS
8354        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8355        Flags           = START_FRAME_LAST
8356      End
8357      TransitionState   = UP_NIGHT DOWN_DEFAULT
8358        Model           = NBSupCent_A4N
8359        Animation       = NBSupCent_A4N.NBSupCent_A4N
8360        AnimationMode   = ONCE_BACKWARDS
8361        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8362        Flags           = START_FRAME_LAST
8363      End
8364      TransitionState   = UP_SNOW DOWN_DEFAULT
8365        Model           = NBSupCent_A4S
8366        Animation       = NBSupCent_A4S.NBSupCent_A4S
8367        AnimationMode   = ONCE_BACKWARDS
8368        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8369        Flags           = START_FRAME_LAST
8370      End
8371      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
8372        Model           = NBSupCent_A4SN
8373        Animation       = NBSupCent_A4SN.NBSupCent_A4SN
8374        AnimationMode   = ONCE_BACKWARDS
8375        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8376        Flags           = START_FRAME_LAST
8377      End
8378    End
8379  
8380    ; ------------ under-construction scaffolding -----------------
8381    Draw = W3DModelDraw ModuleTag_03
8382    AnimationsRequirePower = No
8383      MinLODRequired = MEDIUM
8384      DefaultConditionState
8385        Model           = None
8386        TransitionKey   = DOWN_DEFAULT
8387      End
8388      ConditionState    = NIGHT
8389        Model           = None
8390        TransitionKey   = DOWN_DEFAULT
8391      End
8392      ConditionState    = SNOW
8393        Model           = None
8394        TransitionKey   = DOWN_DEFAULT
8395      End
8396      ConditionState    = SNOW NIGHT
8397        Model           = None
8398        TransitionKey   = DOWN_DEFAULT
8399      End
8400      ConditionState    = PARTIALLY_CONSTRUCTED
8401        Model           = NBSupCent_A6
8402        Animation       = NBSupCent_A6.NBSupCent_A6
8403        AnimationMode   = MANUAL
8404        Flags           = START_FRAME_LAST
8405        TransitionKey   = UP_DAY
8406        ParticleSysBone = Dust01 BuildingDustChina
8407        ParticleSysBone = Smoke01 BuildUpSmokeChina
8408        ParticleSysBone = Smoke02 BuildUpSmokeChina
8409        ParticleSysBone = Smoke03 BuildUpSmokeChina
8410        ParticleSysBone = Smoke04 BuildUpSmokeChina
8411        ParticleSysBone = Smoke05 BuildUpSmokeChina
8412      End
8413      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
8414        Model           = NBSupCent_A6N
8415        Animation       = NBSupCent_A6N.NBSupCent_A6N
8416        AnimationMode   = MANUAL
8417        Flags           = START_FRAME_LAST
8418        TransitionKey   = UP_NIGHT
8419        ParticleSysBone = Dust01 BuildingDustChina
8420        ParticleSysBone = Smoke01 BuildUpSmokeChina
8421        ParticleSysBone = Smoke02 BuildUpSmokeChina
8422        ParticleSysBone = Smoke03 BuildUpSmokeChina
8423        ParticleSysBone = Smoke04 BuildUpSmokeChina
8424        ParticleSysBone = Smoke05 BuildUpSmokeChina
8425      End
8426      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
8427        Model           = NBSupCent_A6S
8428        Animation       = NBSupCent_A6S.NBSupCent_A6S
8429        AnimationMode   = MANUAL
8430        Flags           = START_FRAME_LAST
8431        TransitionKey   = UP_SNOW
8432        ParticleSysBone = Dust01 BuildingSnowDust
8433        ParticleSysBone = Smoke01 BuildUpSnowSmoke
8434        ParticleSysBone = Smoke02 BuildUpSnowSmoke
8435        ParticleSysBone = Smoke03 BuildUpSnowSmoke
8436        ParticleSysBone = Smoke04 BuildUpSnowSmoke
8437        ParticleSysBone = Smoke05 BuildUpSnowSmoke
8438      End
8439      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
8440        Model           = NBSupCent_A6SN
8441        Animation       = NBSupCent_A6SN.NBSupCent_A6SN
8442        AnimationMode   = MANUAL
8443        Flags           = START_FRAME_LAST
8444        TransitionKey   = UP_SNOWNIGHT
8445        ParticleSysBone = Dust01 BuildingNightSnowDust
8446        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
8447        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
8448        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
8449        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
8450        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
8451      End
8452      TransitionState   = DOWN_DEFAULT UP_DAY
8453       Model            = NBSupCent_A6
8454        Animation       = NBSupCent_A6.NBSupCent_A6
8455        AnimationMode   = ONCE
8456        AnimationSpeedFactorRange = 1.0 1.0
8457        Flags           = START_FRAME_FIRST
8458      End
8459      TransitionState   = DOWN_DEFAULT UP_NIGHT
8460       Model            = NBSupCent_A6N
8461        Animation       = NBSupCent_A6N.NBSupCent_A6N
8462        AnimationMode   = ONCE
8463        AnimationSpeedFactorRange = 1.0 1.0
8464        Flags           = START_FRAME_FIRST
8465      End
8466      TransitionState   = DOWN_DEFAULT UP_SNOW
8467       Model            = NBSupCent_A6S
8468        Animation       = NBSupCent_A6S.NBSupCent_A6S
8469        AnimationMode   = ONCE
8470        AnimationSpeedFactorRange = 1.0 1.0
8471        Flags           = START_FRAME_FIRST
8472      End
8473      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
8474       Model            = NBSupCent_A6SN
8475        Animation       = NBSupCent_A6SN.NBSupCent_A6SN
8476        AnimationMode   = ONCE
8477        AnimationSpeedFactorRange = 1.0 1.0
8478        Flags           = START_FRAME_FIRST
8479      End
8480      TransitionState   = UP_DAY DOWN_DEFAULT
8481        Model           = NBSupCent_A6
8482        Animation       = NBSupCent_A6.NBSupCent_A6
8483        AnimationMode   = ONCE_BACKWARDS
8484        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8485        Flags           = START_FRAME_LAST
8486      End    
8487      TransitionState   = UP_NIGHT DOWN_DEFAULT
8488        Model           = NBSupCent_A6N
8489        Animation       = NBSupCent_A6N.NBSupCent_A6N
8490        AnimationMode   = ONCE_BACKWARDS
8491        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8492        Flags           = START_FRAME_LAST
8493      End
8494      TransitionState   = UP_SNOW DOWN_DEFAULT
8495        Model           = NBSupCent_A6S
8496        Animation       = NBSupCent_A6S.NBSupCent_A6S
8497        AnimationMode   = ONCE_BACKWARDS
8498        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8499        Flags           = START_FRAME_LAST
8500      End
8501      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
8502        Model           = NBSupCent_A6SN
8503        Animation       = NBSupCent_A6SN.NBSupCent_A6SN
8504        AnimationMode   = ONCE_BACKWARDS
8505        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8506        Flags           = START_FRAME_LAST
8507      End
8508    End
8509  
8510    ; ------------ being-constructed crane -----------------
8511    Draw = W3DModelDraw ModuleTag_04
8512    AnimationsRequirePower = No
8513      DefaultConditionState
8514        Model           = None
8515        TransitionKey   = DOWN_DEFAULT
8516      End
8517      ConditionState    = NIGHT
8518        Model           = None
8519        TransitionKey   = DOWN_DEFAULT
8520      End
8521      ConditionState    = SNOW
8522        Model           = None
8523        TransitionKey   = DOWN_DEFAULT
8524      End
8525      ConditionState    = SNOW NIGHT
8526        Model           = None
8527        TransitionKey   = DOWN_DEFAULT
8528      End
8529      ConditionState    = SOLD
8530        Model           = NONE
8531      End
8532  
8533      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
8534        Model           = NBSupCent_A5
8535        Animation       = NBSupCent_A5.NBSupCent_A5
8536        AnimationMode   = LOOP
8537        TransitionKey  = UP_DAY
8538      End
8539  
8540      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
8541        Model           = NBSupCent_A5N
8542        Animation       = NBSupCent_A5N.NBSupCent_A5N
8543        AnimationMode   = LOOP
8544        TransitionKey  = UP_NIGHT
8545      End
8546      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
8547        Model           = NBSupCent_A5S
8548        Animation       = NBSupCent_A5S.NBSupCent_A5S
8549        AnimationMode   = LOOP
8550        TransitionKey  = UP_SNOW
8551      End
8552      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
8553        Model           = NBSupCent_A5SN
8554        Animation       = NBSupCent_A5SN.NBSupCent_A5SN
8555        AnimationMode   = LOOP
8556        TransitionKey  = UP_SNOWNIGHT
8557      End
8558      TransitionState   = DOWN_DEFAULT UP_DAY
8559        Model            = NBSupCent_AB
8560        Animation       = NBSupCent_AB.NBSupCent_AB
8561        AnimationMode   = ONCE
8562        AnimationSpeedFactorRange = 1.0 1.0
8563        Flags           = START_FRAME_FIRST
8564      End
8565  
8566      TransitionState   = DOWN_DEFAULT UP_NIGHT
8567        Model            = NBSupCent_ABN
8568        Animation       = NBSupCent_ABN.NBSupCent_ABN
8569        AnimationMode   = ONCE
8570        AnimationSpeedFactorRange = 1.0 1.0
8571        Flags           = START_FRAME_FIRST
8572      End
8573      TransitionState   = DOWN_DEFAULT UP_SNOW
8574        Model            = NBSupCent_ABS
8575        Animation       = NBSupCent_ABS.NBSupCent_ABS
8576        AnimationMode   = ONCE
8577        AnimationSpeedFactorRange = 1.0 1.0
8578        Flags           = START_FRAME_FIRST
8579      End
8580      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
8581        Model            = NBSupCent_ABSN
8582        Animation       = NBSupCent_ABSN.NBSupCent_ABSN
8583        AnimationMode   = ONCE
8584        AnimationSpeedFactorRange = 1.0 1.0
8585        Flags           = START_FRAME_FIRST
8586      End
8587      TransitionState   = UP_DAY DOWN_DEFAULT
8588        Model            = NBSupCent_AB
8589        Animation       = NBSupCent_AB.NBSupCent_AB
8590        AnimationMode   = ONCE_BACKWARDS
8591        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8592        Flags           = START_FRAME_LAST
8593      End
8594      TransitionState   = UP_NIGHT DOWN_DEFAULT
8595        Model            = NBSupCent_ABN
8596        Animation       = NBSupCent_ABN.NBSupCent_ABN
8597        AnimationMode   = ONCE_BACKWARDS
8598        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8599        Flags           = START_FRAME_LAST
8600      End
8601      TransitionState   = UP_SNOW DOWN_DEFAULT
8602        Model            = NBSupCent_ABS
8603        Animation       = NBSupCent_ABS.NBSupCent_ABS
8604        AnimationMode   = ONCE_BACKWARDS
8605        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8606        Flags           = START_FRAME_LAST
8607      End
8608      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
8609        Model            = NBSupCent_ABSN
8610        Animation       = NBSupCent_ABSN.NBSupCent_ABSN
8611        AnimationMode   = ONCE_BACKWARDS
8612        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8613        Flags           = START_FRAME_LAST
8614      End
8615    End
8616    
8617    PlacementViewAngle = -45
8618  
8619    ; ***DESIGN parameters ***
8620    DisplayName      = OBJECT:SupplyCenter
8621    Side             = ChinaTankGeneral
8622    EditorSorting    = STRUCTURE
8623    Prerequisites
8624      Object = Tank_ChinaPowerPlant 
8625    End
8626    BuildCost        = 1500
8627    RefundValue      = 450 ; With nothing (or zero) listed, we sell for half price. 
8628    BuildTime        = 10.0           ; in seconds
8629    EnergyProduction = -1
8630    CommandSet       = Tank_ChinaSupplyCenterCommandSet
8631    VisionRange     = 200.0           ; Shroud clearing distance
8632    ShroudClearingRange = 200
8633    ArmorSet
8634      Conditions      = None
8635      Armor           = StructureArmor
8636      DamageFX        = StructureDamageFXNoShake
8637    End
8638    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
8639  
8640    ; *** AUDIO Parameters ***
8641    VoiceSelect = SupplyCenterChinaSelect
8642    SoundOnDamaged        = BuildingDamagedStateLight
8643    SoundOnReallyDamaged  = BuildingDestroy
8644  
8645    UnitSpecificSounds
8646      UnderConstruction     = UnderConstructionLoop
8647    End
8648  
8649    ; *** ENGINEERING Parameters ***
8650    RadarPriority       = STRUCTURE
8651    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER
8652    Body                = StructureBody ModuleTag_05
8653      MaxHealth       = 2000.0
8654      InitialHealth   = 2000.0
8655  
8656      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
8657      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
8658      SubdualDamageCap = 2200
8659      SubdualDamageHealRate = 500
8660      SubdualDamageHealAmount = 100
8661    End
8662    Behavior = SupplyCenterCreate ModuleTag_06
8663      ;nothing
8664    End
8665    Behavior = DestroyDie ModuleTag_07
8666      ;nothing
8667    End
8668    Behavior                 = CreateObjectDie ModuleTag_08
8669      CreationList      = OCL_SmallStructureDebris
8670    End
8671    Behavior                 = FXListDie ModuleTag_09
8672      DeathFX           = FX_StructureSmallDeath
8673    End
8674    Behavior = ProductionUpdate ModuleTag_10
8675      ; nothing
8676    End
8677    Behavior = SupplyCenterProductionExitUpdate ModuleTag_11
8678      UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
8679      NaturalRallyPoint = X: 52.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
8680    End
8681  
8682    Behavior            = SpawnBehavior ModuleTag_12
8683      SpawnNumber       = 1
8684      SpawnReplaceDelay = 9999
8685      SpawnTemplateName = Tank_ChinaVehicleSupplyTruck
8686      OneShot           = Yes
8687      CanReclaimOrphans = No
8688      SlavesHaveFreeWill = Yes
8689    End
8690  
8691    Behavior = SupplyCenterDockUpdate ModuleTag_13
8692      AllowsPassthrough = No ;You can't drive through this guy while docking.  Use this when the dock points are all outside
8693      NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
8694    End
8695  
8696    Behavior = GenerateMinefieldBehavior     ModuleTag_14
8697      TriggeredBy           = Upgrade_ChinaMines
8698      MineName              = ChinaStandardMine
8699      SmartBorder           = Yes
8700      AlwaysCircular        = Yes
8701  
8702      Upgradable            = Yes
8703      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
8704      UpgradedMineName      = ChinaEMPMine
8705    End
8706  
8707    Behavior = FlammableUpdate ModuleTag_16
8708      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
8709      AflameDamageAmount = 5       ; taking this much damage...
8710      AflameDamageDelay = 500       ; this often.
8711    End
8712  
8713    Behavior = TransitionDamageFX ModuleTag_17
8714      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
8715      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
8716      ;---------------------------------------------------------------------------------------
8717      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
8718      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
8719      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
8720    End
8721  
8722    Behavior = CommandSetUpgrade ModuleTag_25
8723      CommandSet = Tank_ChinaSupplyCenterCommandSetUpgrade
8724      TriggeredBy = Upgrade_ChinaMines
8725    End
8726    Behavior = ArmorUpgrade ModuleTag_26
8727      TriggeredBy = Upgrade_ChinaEMPMines
8728    End
8729  
8730    Geometry            = BOX
8731    GeometryMajorRadius = 52.0
8732    GeometryMinorRadius = 47.0
8733    GeometryHeight      = 30.0
8734    GeometryIsSmall     = No
8735    Shadow              = SHADOW_VOLUME
8736    BuildCompletion     = PLACED_BY_PLAYER
8737  
8738  End
8739  
8740  
8741  
8742  
8743  
8744  
8745  
8746  ;------------------------------------------------------------------------------
8747  Object Tank_ChinaBarracks
8748  
8749    ; *** ART Parameters ***
8750    SelectPortrait         = SNBarracks_L
8751    ButtonImage            = SNBarracks
8752    Draw = W3DModelDraw ModuleTag_01
8753      OkToChangeModelColor = Yes
8754   
8755   
8756  ; day
8757      ConditionState = NONE
8758        Model = NBBarracks
8759        ParticleSysBone= Fire01 SmolderingFire
8760        Animation     = NBBarracks.NBBarracks
8761        AnimationMode = LOOP
8762      End
8763    
8764      ConditionState = DAMAGED
8765        Model = NBBarracks_D
8766        ParticleSysBone= Fire01 SmolderingFire
8767        Animation     = NBBarracks_D.NBBarracks_D
8768        AnimationMode = LOOP
8769      End
8770      
8771      ConditionState = REALLYDAMAGED RUBBLE
8772        Model = NBBarracks_E
8773        ParticleSysBone= Fire01 SmolderingFire
8774        Animation     = NBBarracks_E.NBBarracks_E
8775        AnimationMode = LOOP
8776      End
8777      
8778  ; day SNOW
8779  
8780      ConditionState = SNOW
8781        Model = NBBarracks_S
8782        ParticleSysBone= Fire01 SmolderingFire
8783        Animation     = NBBarracks_S.NBBarracks_S
8784        AnimationMode = LOOP
8785      End
8786    
8787      ConditionState = DAMAGED SNOW
8788        Model = NBBarracks_DS
8789        ParticleSysBone= Fire01 SmolderingFire
8790        Animation     = NBBarracks_DS.NBBarracks_DS
8791        AnimationMode = LOOP
8792      End
8793      
8794      ConditionState = REALLYDAMAGED RUBBLE SNOW
8795        Model = NBBarracks_ES
8796        ParticleSysBone= Fire01 SmolderingFire
8797        Animation     = NBBarracks_ES.NBBarracks_ES
8798        AnimationMode = LOOP
8799      End
8800  
8801    
8802  ; night
8803      ConditionState = NIGHT
8804        Model         = NBBarracks_N
8805        ParticleSysBone= Fire01 SmolderingFire
8806        Animation     = NBBarracks_N.NBBarracks_N
8807        AnimationMode = LOOP
8808      End  
8809      
8810      ConditionState = DAMAGED NIGHT
8811        Model = NBBarracks_DN
8812        ParticleSysBone= Fire01 SmolderingFire
8813        Animation     = NBBarracks_DN.NBBarracks_DN
8814        AnimationMode = LOOP
8815      End
8816      
8817      ConditionState = REALLYDAMAGED RUBBLE NIGHT
8818        Model = NBBarracks_EN
8819        ParticleSysBone= Fire01 SmolderingFire
8820        Animation     = NBBarracks_EN.NBBarracks_EN
8821        AnimationMode = LOOP
8822      End
8823      
8824  ; night snow   
8825      ConditionState = NIGHT SNOW
8826        Model         = NBBarracks_NS
8827        ParticleSysBone= Fire01 SmolderingFire
8828        Animation     = NBBarracks_NS.NBBarracks_NS
8829        AnimationMode = LOOP
8830      End  
8831      
8832      ConditionState = DAMAGED NIGHT SNOW
8833        Model = NBBarracks_DNS
8834        ParticleSysBone= Fire01 SmolderingFire
8835        Animation     = NBBarracks_DNS.NBBarracks_DNS
8836        AnimationMode = LOOP
8837      End
8838      
8839      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
8840        Model = NBBarracks_ENS
8841        ParticleSysBone= Fire01 SmolderingFire
8842        Animation     = NBBarracks_ENS.NBBarracks_ENS
8843        AnimationMode = LOOP
8844      End
8845      
8846      
8847      ;**************************************************************************************************************************
8848      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
8849      ;for this draw module
8850      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8851        Model              = NBBarracks
8852        Animation          = NBBarracks.NBBarracks
8853        AnimationMode      = LOOP
8854        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8855      End
8856      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
8857        Model              = NBBarracks_D
8858        Animation          = NBBarracks_D.NBBarracks_D
8859        AnimationMode      = LOOP
8860        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8861      End
8862      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
8863        Model              = NBBarracks_E
8864        Animation          = NBBarracks_E.NBBarracks_E
8865        AnimationMode      = LOOP
8866        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8867      End
8868      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
8869        Model              = NBBarracks_N
8870        Animation          = NBBarracks_N.NBBarracks_N
8871        AnimationMode      = LOOP
8872        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8873      End
8874      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
8875        Model              = NBBarracks_DN
8876        Animation          = NBBarracks_DN.NBBarracks_DN
8877        AnimationMode      = LOOP
8878        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8879      End
8880      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
8881        Model              = NBBarracks_EN
8882        Animation          = NBBarracks_EN.NBBarracks_EN
8883        AnimationMode      = LOOP
8884        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8885      End
8886      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
8887        Model              = NBBarracks_S
8888        Animation          = NBBarracks_S.NBBarracks_S
8889        AnimationMode      = LOOP
8890        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8891      End
8892      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
8893        Model              = NBBarracks_DS
8894        Animation          = NBBarracks_DS.NBBarracks_DS
8895        AnimationMode      = LOOP
8896        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8897      End
8898      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
8899        Model              = NBBarracks_ES
8900        Animation          = NBBarracks_ES.NBBarracks_ES
8901        AnimationMode      = LOOP
8902        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8903      End
8904      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
8905        Model              = NBBarracks_NS
8906        Animation          = NBBarracks_NS.NBBarracks_NS
8907        AnimationMode      = LOOP
8908        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8909      End
8910      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
8911        Model              = NBBarracks_DNS
8912        Animation          = NBBarracks_DNS.NBBarracks_DNS
8913        AnimationMode      = LOOP
8914        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8915      End
8916      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
8917        Model              = NBBarracks_ENS
8918        Animation          = NBBarracks_ENS.NBBarracks_ENS
8919        AnimationMode      = LOOP
8920        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8921      End
8922  
8923      ConditionState       = AWAITING_CONSTRUCTION 
8924        Model              = NONE
8925      End
8926      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
8927      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
8928      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
8929      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
8930      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
8931      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
8932      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
8933      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
8934      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
8935      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
8936      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
8937      AliasConditionState  = SOLD 
8938      AliasConditionState  = SOLD DAMAGED
8939      AliasConditionState  = SOLD REALLYDAMAGED
8940      AliasConditionState  = SOLD NIGHT
8941      AliasConditionState  = SOLD NIGHT DAMAGED
8942      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
8943      AliasConditionState  = SOLD SNOW
8944      AliasConditionState  = SOLD SNOW DAMAGED
8945      AliasConditionState  = SOLD SNOW REALLYDAMAGED
8946      AliasConditionState  = SOLD NIGHT SNOW
8947      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
8948      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
8949      ;**************************************************************************************************************************  
8950    End  
8951      
8952    ; ------------ construction-zone fence -----------------
8953    Draw = W3DModelDraw ModuleTag_02
8954    AnimationsRequirePower = No
8955      DefaultConditionState
8956        Model           = None
8957        TransitionKey   = DOWN_DEFAULT
8958      End
8959      ConditionState    = NIGHT
8960        Model           = None
8961        TransitionKey   = DOWN_DEFAULT
8962      End
8963      ConditionState    = SNOW
8964        Model           = None
8965        TransitionKey   = DOWN_DEFAULT
8966      End
8967      ConditionState    = SNOW NIGHT
8968        Model           = None
8969        TransitionKey   = DOWN_DEFAULT
8970      End
8971      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8972        Model           = NBBarracks_A4
8973        Animation       = NBBarracks_A4.NBBarracks_A4
8974        AnimationMode   = MANUAL
8975        Flags           = START_FRAME_LAST
8976        TransitionKey   = UP_DAY
8977      End
8978      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8979        Model           = NBBarracks_A4N
8980        Animation       = NBBarracks_A4N.NBBarracks_A4N
8981        AnimationMode   = MANUAL
8982        Flags           = START_FRAME_LAST
8983        TransitionKey   = UP_NIGHT
8984      End
8985      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8986        Model           = NBBarracks_A4S
8987        Animation       = NBBarracks_A4S.NBBarracks_A4S
8988        AnimationMode   = MANUAL
8989        Flags           = START_FRAME_LAST
8990        TransitionKey   = UP_SNOW
8991      End
8992      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8993        Model           = NBBarracks_A4SN
8994        Animation       = NBBarracks_A4SN.NBBarracks_A4SN
8995        AnimationMode   = MANUAL
8996        Flags           = START_FRAME_LAST
8997        TransitionKey   = UP_SNOWNIGHT
8998      End
8999      TransitionState   = DOWN_DEFAULT UP_DAY
9000        Model           = NBBarracks_A4
9001        Animation       = NBBarracks_A4.NBBarracks_A4
9002        AnimationMode   = ONCE
9003        AnimationSpeedFactorRange = 1.0 1.0
9004        Flags           = START_FRAME_FIRST
9005      End
9006      TransitionState   = DOWN_DEFAULT UP_NIGHT
9007        Model           = NBBarracks_A4N
9008        Animation       = NBBarracks_A4N.NBBarracks_A4N
9009        AnimationMode   = ONCE
9010        AnimationSpeedFactorRange = 1.0 1.0
9011        Flags           = START_FRAME_FIRST
9012      End
9013      TransitionState   = DOWN_DEFAULT UP_SNOW
9014        Model           = NBBarracks_A4S
9015        Animation       = NBBarracks_A4S.NBBarracks_A4S
9016        AnimationMode   = ONCE
9017        AnimationSpeedFactorRange = 1.0 1.0
9018        Flags           = START_FRAME_FIRST
9019      End
9020      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
9021        Model           = NBBarracks_A4SN
9022        Animation       = NBBarracks_A4SN.NBBarracks_A4SN
9023        AnimationMode   = ONCE
9024        AnimationSpeedFactorRange = 1.0 1.0
9025        Flags           = START_FRAME_FIRST
9026      End
9027      TransitionState   = UP_DAY DOWN_DEFAULT
9028        Model           = NBBarracks_A4
9029        Animation       = NBBarracks_A4.NBBarracks_A4
9030        AnimationMode   = ONCE_BACKWARDS
9031        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9032       Flags           = START_FRAME_LAST
9033      End
9034      TransitionState   = UP_NIGHT DOWN_DEFAULT
9035        Model           = NBBarracks_A4N
9036        Animation       = NBBarracks_A4N.NBBarracks_A4N
9037        AnimationMode   = ONCE_BACKWARDS
9038        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9039       Flags           = START_FRAME_LAST
9040      End
9041      TransitionState   = UP_SNOW DOWN_DEFAULT
9042        Model           = NBBarracks_A4S
9043        Animation       = NBBarracks_A4S.NBBarracks_A4S
9044        AnimationMode   = ONCE_BACKWARDS
9045        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9046       Flags           = START_FRAME_LAST
9047      End
9048      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
9049        Model           = NBBarracks_A4SN
9050        Animation       = NBBarracks_A4SN.NBBarracks_A4SN
9051        AnimationMode   = ONCE_BACKWARDS
9052        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9053       Flags           = START_FRAME_LAST
9054      End
9055    End
9056  
9057    ; ------------ under-construction scaffolding -----------------
9058    Draw = W3DModelDraw ModuleTag_03
9059    AnimationsRequirePower = No
9060      MinLODRequired = MEDIUM
9061      DefaultConditionState
9062        Model           = None
9063        TransitionKey   = DOWN_DEFAULT
9064      End
9065      ConditionState    = NIGHT
9066        Model           = None
9067        TransitionKey   = DOWN_DEFAULT
9068      End
9069      ConditionState    = SNOW
9070        Model           = None
9071        TransitionKey   = DOWN_DEFAULT
9072      End
9073      ConditionState    = SNOW NIGHT
9074        Model           = None
9075        TransitionKey   = DOWN_DEFAULT
9076      End
9077      ConditionState    = PARTIALLY_CONSTRUCTED
9078        Model           = NBBarracks_A6
9079        Animation       = NBBarracks_A6.NBBarracks_A6
9080        AnimationMode   = MANUAL
9081        Flags           = START_FRAME_LAST
9082        TransitionKey   = UP_DAY
9083        ParticleSysBone = Dust01 BuildingDustChina
9084        ParticleSysBone = Smoke01 BuildUpSmokeChina
9085        ParticleSysBone = Smoke02 BuildUpSmokeChina
9086        ParticleSysBone = Smoke03 BuildUpSmokeChina
9087        ParticleSysBone = Smoke04 BuildUpSmokeChina
9088        ParticleSysBone = Smoke05 BuildUpSmokeChina
9089      End
9090      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
9091        Model           = NBBarracks_A6N
9092        Animation       = NBBarracks_A6N.NBBarracks_A6N
9093        AnimationMode   = MANUAL
9094        Flags           = START_FRAME_LAST
9095        TransitionKey   = UP_NIGHT
9096        ParticleSysBone = Dust01 BuildingDustChina
9097        ParticleSysBone = Smoke01 BuildUpSmokeChina
9098        ParticleSysBone = Smoke02 BuildUpSmokeChina
9099        ParticleSysBone = Smoke03 BuildUpSmokeChina
9100        ParticleSysBone = Smoke04 BuildUpSmokeChina
9101        ParticleSysBone = Smoke05 BuildUpSmokeChina
9102      End
9103      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
9104        Model           = NBBarracks_A6S
9105        Animation       = NBBarracks_A6S.NBBarracks_A6S
9106        AnimationMode   = MANUAL
9107        Flags           = START_FRAME_LAST
9108        TransitionKey   = UP_SNOW
9109        ParticleSysBone = Dust01 BuildingSnowDust
9110        ParticleSysBone = Smoke01 BuildUpSnowSmoke
9111        ParticleSysBone = Smoke02 BuildUpSnowSmoke
9112        ParticleSysBone = Smoke03 BuildUpSnowSmoke
9113        ParticleSysBone = Smoke04 BuildUpSnowSmoke
9114        ParticleSysBone = Smoke05 BuildUpSnowSmoke
9115      End
9116      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
9117        Model           = NBBarracks_A6SN
9118        Animation       = NBBarracks_A6SN.NBBarracks_A6SN
9119        AnimationMode   = MANUAL
9120        Flags           = START_FRAME_LAST
9121        TransitionKey   = UP_SNOWNIGHT
9122        ParticleSysBone = Dust01 BuildingNightSnowDust
9123        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
9124        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
9125        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
9126        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
9127        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
9128      End
9129      TransitionState   = DOWN_DEFAULT UP_DAY
9130       Model            = NBBarracks_A6
9131        Animation       = NBBarracks_A6.NBBarracks_A6
9132        AnimationMode   = ONCE
9133        AnimationSpeedFactorRange = 1.0 1.0
9134        Flags           = START_FRAME_FIRST
9135      End
9136      TransitionState   = DOWN_DEFAULT UP_NIGHT
9137       Model            = NBBarracks_A6N
9138        Animation       = NBBarracks_A6N.NBBarracks_A6N
9139        AnimationMode   = ONCE
9140        AnimationSpeedFactorRange = 1.0 1.0
9141        Flags           = START_FRAME_FIRST
9142      End
9143      TransitionState   = DOWN_DEFAULT UP_SNOW
9144       Model            = NBBarracks_A6S
9145        Animation       = NBBarracks_A6S.NBBarracks_A6S
9146        AnimationMode   = ONCE
9147        AnimationSpeedFactorRange = 1.0 1.0
9148        Flags           = START_FRAME_FIRST
9149      End
9150      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
9151       Model            = NBBarracks_A6SN
9152        Animation       = NBBarracks_A6SN.NBBarracks_A6SN
9153        AnimationMode   = ONCE
9154        AnimationSpeedFactorRange = 1.0 1.0
9155        Flags           = START_FRAME_FIRST
9156      End
9157      TransitionState   = UP_DAY DOWN_DEFAULT
9158        Model           = NBBarracks_A6
9159        Animation       = NBBarracks_A6.NBBarracks_A6
9160        AnimationMode   = ONCE_BACKWARDS
9161        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9162        Flags           = START_FRAME_LAST
9163      End
9164      TransitionState   = UP_NIGHT DOWN_DEFAULT
9165        Model           = NBBarracks_A6N
9166        Animation       = NBBarracks_A6N.NBBarracks_A6N
9167        AnimationMode   = ONCE_BACKWARDS
9168        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9169        Flags           = START_FRAME_LAST
9170      End
9171      TransitionState   = UP_SNOW DOWN_DEFAULT
9172        Model           = NBBarracks_A6S
9173        Animation       = NBBarracks_A6S.NBBarracks_A6S
9174        AnimationMode   = ONCE_BACKWARDS
9175        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9176        Flags           = START_FRAME_LAST
9177      End
9178      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
9179        Model           = NBBarracks_A6SN
9180        Animation       = NBBarracks_A6SN.NBBarracks_A6SN
9181        AnimationMode   = ONCE_BACKWARDS
9182        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9183        Flags           = START_FRAME_LAST
9184      End
9185    End
9186  
9187    ; ------------ being-constructed crane -----------------
9188    Draw = W3DModelDraw ModuleTag_04
9189    AnimationsRequirePower = No
9190      DefaultConditionState
9191        Model           = None
9192        TransitionKey   = DOWN_DEFAULT
9193      End
9194      ConditionState    = NIGHT
9195        Model           = None
9196        TransitionKey   = DOWN_DEFAULT
9197      End
9198      ConditionState    = SNOW
9199        Model           = None
9200        TransitionKey   = DOWN_DEFAULT
9201      End
9202      ConditionState    = SNOW NIGHT
9203        Model           = None
9204        TransitionKey   = DOWN_DEFAULT
9205      End
9206      ConditionState    = SOLD
9207        Model           = NONE
9208      End
9209  
9210      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
9211        Model           = NBBarracks_A5
9212        Animation       = NBBarracks_A5.NBBarracks_A5
9213        AnimationMode   = LOOP
9214        TransitionKey  = UP_DAY
9215      End
9216  
9217      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
9218        Model           = NBBarracks_A5N
9219        Animation       = NBBarracks_A5N.NBBarracks_A5N
9220        AnimationMode   = LOOP
9221        TransitionKey  = UP_NIGHT
9222      End
9223      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
9224        Model           = NBBarracks_A5S
9225        Animation       = NBBarracks_A5S.NBBarracks_A5S
9226        AnimationMode   = LOOP
9227        TransitionKey  = UP_SNOW
9228      End
9229      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
9230        Model           = NBBarracks_A5SN
9231        Animation       = NBBarracks_A5SN.NBBarracks_A5SN
9232        AnimationMode   = LOOP
9233        TransitionKey  = UP_SNOWNIGHT
9234      End
9235      TransitionState   = DOWN_DEFAULT UP_DAY
9236        Model            = NBBarracks_AB
9237        Animation       = NBBarracks_AB.NBBarracks_AB
9238        AnimationMode   = ONCE
9239        AnimationSpeedFactorRange = 1.0 1.0
9240        Flags           = START_FRAME_FIRST
9241      End
9242  
9243      TransitionState   = DOWN_DEFAULT UP_NIGHT
9244        Model            = NBBarracks_ABN
9245        Animation       = NBBarracks_ABN.NBBarracks_ABN
9246        AnimationMode   = ONCE
9247        AnimationSpeedFactorRange = 1.0 1.0
9248        Flags           = START_FRAME_FIRST
9249      End
9250      TransitionState   = DOWN_DEFAULT UP_SNOW
9251        Model            = NBBarracks_ABS
9252        Animation       = NBBarracks_ABS.NBBarracks_ABS
9253        AnimationMode   = ONCE
9254        AnimationSpeedFactorRange = 1.0 1.0
9255        Flags           = START_FRAME_FIRST
9256      End
9257      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
9258        Model            = NBBarracks_ABSN
9259        Animation       = NBBarracks_ABSN.NBBarracks_ABSN
9260        AnimationMode   = ONCE
9261        AnimationSpeedFactorRange = 1.0 1.0
9262        Flags           = START_FRAME_FIRST
9263      End
9264      TransitionState   = UP_DAY DOWN_DEFAULT
9265        Model            = NBBarracks_AB
9266        Animation       = NBBarracks_AB.NBBarracks_AB
9267        AnimationMode   = ONCE_BACKWARDS
9268        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9269        Flags           = START_FRAME_LAST
9270      End
9271      TransitionState   = UP_NIGHT DOWN_DEFAULT
9272        Model            = NBBarracks_ABN
9273        Animation       = NBBarracks_ABN.NBBarracks_ABN
9274        AnimationMode   = ONCE_BACKWARDS
9275        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9276        Flags           = START_FRAME_LAST
9277      End
9278      TransitionState   = UP_SNOW DOWN_DEFAULT
9279        Model            = NBBarracks_ABS
9280        Animation       = NBBarracks_ABS.NBBarracks_ABS
9281        AnimationMode   = ONCE_BACKWARDS
9282        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9283        Flags           = START_FRAME_LAST
9284      End
9285      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
9286        Model            = NBBarracks_ABSN
9287        Animation       = NBBarracks_ABSN.NBBarracks_ABSN
9288        AnimationMode   = ONCE_BACKWARDS
9289        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9290        Flags           = START_FRAME_LAST
9291      End
9292    End
9293    
9294    PlacementViewAngle = -135
9295  
9296    ; ***DESIGN parameters ***
9297    DisplayName      = OBJECT:Barracks
9298    Side             = ChinaTankGeneral
9299    EditorSorting    = STRUCTURE
9300    BuildCost        = 500
9301    BuildTime        = 10.0           ; in seconds
9302    EnergyProduction = 0
9303    CommandSet       = Tank_ChinaBarracksCommandSet
9304    VisionRange      = 200.0           ; Shroud clearing distance
9305    ShroudClearingRange = 200
9306    ArmorSet
9307      Conditions      = None
9308      Armor           = StructureArmor
9309      DamageFX        = StructureDamageFXNoShake
9310    End
9311    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
9312  
9313    ; *** AUDIO Parameters ***
9314    VoiceSelect = BarracksChinaSelect
9315    SoundOnDamaged        = BuildingDamagedStateLight
9316    SoundOnReallyDamaged  = BuildingDestroy
9317  
9318    UnitSpecificSounds
9319      UnderConstruction     = UnderConstructionLoop
9320    End
9321  
9322    ; *** ENGINEERING Parameters ***
9323    RadarPriority   = STRUCTURE
9324    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS
9325    Body            = StructureBody ModuleTag_05
9326      MaxHealth     = 1000.0
9327      InitialHealth = 1000.0
9328  
9329      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
9330      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
9331      SubdualDamageCap = 1200
9332      SubdualDamageHealRate = 500
9333      SubdualDamageHealAmount = 100
9334    End
9335  
9336    Behavior = HealContain ModuleTag_06
9337      ContainMax          = 10 ;way bigger than the # of objects we can have  
9338      TimeForFullHeal     = 2000   ;(in milliseconds)
9339      AllowInsideKindOf   = INFANTRY
9340      AllowAlliesInside   = Yes
9341      AllowNeutralInside  = No
9342      AllowEnemiesInside  = No
9343    End
9344  
9345    Behavior = DestroyDie ModuleTag_07
9346      ;nothing
9347    End
9348    Behavior             = CreateObjectDie ModuleTag_08
9349      CreationList  = OCL_LargeStructureDebris
9350    End
9351    Behavior             = FXListDie ModuleTag_09
9352      DeathFX       = FX_StructureSmallDeath
9353    End 
9354  
9355    Behavior = ProductionUpdate ModuleTag_10
9356      QuantityModifier = Tank_ChinaInfantryRedguard   2
9357    End
9358    Behavior = QueueProductionExitUpdate ModuleTag_11
9359      UnitCreatePoint   = X:  0.0  Y:  -25.0   Z:0.0
9360      NaturalRallyPoint = X: 36.0  Y:  -25.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
9361      ExitDelay = 300 ; Mainly for the multiple produced Red Guard.  Make them come out one at a time.
9362    End
9363  
9364    Behavior = GenerateMinefieldBehavior     ModuleTag_12
9365      TriggeredBy           = Upgrade_ChinaMines
9366      MineName              = ChinaStandardMine
9367      SmartBorder           = Yes
9368      AlwaysCircular        = Yes
9369  
9370      Upgradable            = Yes
9371      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
9372      UpgradedMineName      = ChinaEMPMine
9373    End
9374  
9375    Behavior = FlammableUpdate ModuleTag_14
9376      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
9377      AflameDamageAmount = 5       ; taking this much damage...
9378      AflameDamageDelay = 500       ; this often.
9379    End
9380  
9381    Behavior = TransitionDamageFX ModuleTag_15
9382      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
9383      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
9384      ;---------------------------------------------------------------------------------------
9385      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
9386      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
9387      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
9388    End
9389  
9390    Behavior = CommandSetUpgrade ModuleTag_25
9391      CommandSet = Tank_ChinaBarracksCommandSetUpgrade
9392      TriggeredBy = Upgrade_ChinaMines
9393    End
9394    Behavior = ArmorUpgrade ModuleTag_26
9395      TriggeredBy = Upgrade_ChinaEMPMines
9396    End
9397  
9398    Geometry            = BOX
9399    GeometryMajorRadius = 36.0
9400    GeometryMinorRadius = 44.0
9401    GeometryHeight      = 30.0
9402    GeometryIsSmall     = No
9403    FactoryExitWidth    = 25 
9404    Shadow          = SHADOW_VOLUME
9405    BuildCompletion = PLACED_BY_PLAYER
9406  
9407  End
9408  
9409  
9410  
9411  
9412  
9413  
9414  
9415  
9416  
9417  
9418  
9419  
9420  
9421  
9422  
9423  
9424  ;------------------------------------------------------------------------------
9425  
9426  Object Tank_ChinaAirfield
9427  
9428    ; *** ART Parameters ***
9429    SelectPortrait         = SNAirfield_L
9430    ButtonImage            = SNAirfield
9431    Draw = W3DModelDraw ModuleTag_01
9432  
9433      OkToChangeModelColor = Yes
9434  
9435      ExtraPublicBone = Runway1Parking1 
9436      ExtraPublicBone = Runway1Parking2 
9437      ExtraPublicBone = Runway2Parking1 
9438      ExtraPublicBone = Runway2Parking2 
9439      ExtraPublicBone = Runway1Park1Han
9440      ExtraPublicBone = Runway1Park2Han
9441      ExtraPublicBone = Runway2Park1Han
9442      ExtraPublicBone = Runway2Park2Han 
9443      ExtraPublicBone = Runway1Prep1 
9444      ExtraPublicBone = Runway1Prep2 
9445      ExtraPublicBone = Runway2Prep1 
9446      ExtraPublicBone = Runway2Prep2 
9447      ExtraPublicBone = RunwayStart1 
9448      ExtraPublicBone = RunwayStart2 
9449      ExtraPublicBone = RunwayEnd1 
9450      ExtraPublicBone = RunwayEnd2
9451  
9452      ExtraPublicBone = HeliPark01
9453  
9454  ; ------------- DAY ------------------    
9455  
9456      DefaultConditionState
9457        Model         = NBAirfield
9458        Animation     = NBAirfield.NBAirfield
9459        AnimationMode = LOOP
9460      End
9461      ConditionState = DAMAGED
9462        Model         = NBAirfield_D
9463        Animation     = NBAirfield_D.NBAirfield_D
9464        AnimationMode = LOOP
9465      End
9466      ConditionState = REALLYDAMAGED RUBBLE
9467        Model         = NBAirfield_E
9468        Animation     = NBAirfield_E.NBAirfield_E
9469        AnimationMode = LOOP
9470      End
9471      
9472  ; ------------- SNOW ------------------        
9473      ConditionState  = SNOW
9474        Model         = NBAirfield_S
9475        Animation     = NBAirfield_S.NBAirfield_S
9476        AnimationMode = LOOP
9477      End
9478      ConditionState = DAMAGED SNOW
9479        Model         = NBAirfield_DS
9480        Animation     = NBAirfield_DS.NBAirfield_DS
9481        AnimationMode = LOOP
9482      End
9483      ConditionState = REALLYDAMAGED RUBBLE SNOW
9484        Model         = NBAirfield_ES
9485        Animation     = NBAirfield_ES.NBAirfield_ES
9486        AnimationMode = LOOP
9487      End
9488      
9489  ; ------------- NIGHT ------------------       
9490  
9491      ConditionState = NIGHT
9492        Model         = NBAirfield_N
9493        Animation     = NBAirfield_N.NBAirfield_N
9494        AnimationMode = LOOP
9495      End
9496      ConditionState = DAMAGED NIGHT
9497        Model         = NBAirfield_DN
9498        Animation     = NBAirfield_DN.NBAirfield_DN
9499        AnimationMode = LOOP
9500      End
9501      ConditionState = REALLYDAMAGED RUBBLE NIGHT
9502        Model         = NBAirfield_EN
9503        Animation     = NBAirfield_EN.NBAirfield_EN
9504        AnimationMode = LOOP
9505      End
9506      
9507  ; ------------- NIGHT SNOW------------------       
9508      
9509      ConditionState = NIGHT SNOW
9510        Model         = NBAirfield_NS
9511        Animation     = NBAirfield_NS.NBAirfield_NS
9512        AnimationMode = LOOP
9513      End
9514      ConditionState = DAMAGED NIGHT SNOW
9515        Model         = NBAirfield_DNS
9516        Animation     = NBAirfield_DNS.NBAirfield_DNS
9517        AnimationMode = LOOP
9518      End
9519      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
9520        Model         = NBAirfield_ENS
9521        Animation     = NBAirfield_ENS.NBAirfield_ENS
9522        AnimationMode = LOOP
9523      End
9524      
9525      ;**************************************************************************************************************************
9526      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
9527      ;for this draw module
9528      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9529        Model              = NBAirfield
9530        Animation          = NBAirfield.NBAirfield
9531        AnimationMode      = LOOP
9532        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9533      End
9534      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
9535        Model              = NBAirfield_D
9536        Animation          = NBAirfield_D.NBAirfield_D
9537        AnimationMode      = LOOP
9538        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9539      End
9540      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
9541        Model              = NBAirfield_E
9542        Animation          = NBAirfield_E.NBAirfield_E
9543        AnimationMode      = LOOP
9544        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9545      End
9546      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
9547        Model              = NBAirfield_N
9548        Animation          = NBAirfield_N.NBAirfield_N
9549        AnimationMode      = LOOP
9550        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9551      End
9552      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
9553        Model              = NBAirfield_DN
9554        Animation          = NBAirfield_DN.NBAirfield_DN
9555        AnimationMode      = LOOP
9556        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9557      End
9558      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
9559        Model              = NBAirfield_EN
9560        Animation          = NBAirfield_EN.NBAirfield_EN
9561        AnimationMode      = LOOP
9562        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9563      End
9564      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
9565        Model              = NBAirfield_S
9566        Animation          = NBAirfield_S.NBAirfield_S
9567        AnimationMode      = LOOP
9568        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9569      End
9570      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
9571        Model              = NBAirfield_DS
9572        Animation          = NBAirfield_DS.NBAirfield_DS
9573        AnimationMode      = LOOP
9574        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9575      End
9576      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
9577        Model              = NBAirfield_ES
9578        Animation          = NBAirfield_ES.NBAirfield_ES
9579        AnimationMode      = LOOP
9580        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9581      End
9582      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
9583        Model              = NBAirfield_NS
9584        Animation          = NBAirfield_NS.NBAirfield_NS
9585        AnimationMode      = LOOP
9586        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9587      End
9588      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
9589        Model              = NBAirfield_DNS
9590        Animation          = NBAirfield_DNS.NBAirfield_DNS
9591        AnimationMode      = LOOP
9592        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9593      End
9594      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
9595        Model              = NBAirfield_ENS
9596        Animation          = NBAirfield_ENS.NBAirfield_ENS
9597        AnimationMode      = LOOP
9598        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9599      End
9600  
9601      ConditionState       = AWAITING_CONSTRUCTION 
9602        Model              = NONE
9603      End
9604      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
9605      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
9606      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
9607      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
9608      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
9609      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
9610      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
9611      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
9612      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
9613      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
9614      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
9615      AliasConditionState  = SOLD 
9616      AliasConditionState  = SOLD DAMAGED
9617      AliasConditionState  = SOLD REALLYDAMAGED
9618      AliasConditionState  = SOLD NIGHT
9619      AliasConditionState  = SOLD NIGHT DAMAGED
9620      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
9621      AliasConditionState  = SOLD SNOW
9622      AliasConditionState  = SOLD SNOW DAMAGED
9623      AliasConditionState  = SOLD SNOW REALLYDAMAGED
9624      AliasConditionState  = SOLD NIGHT SNOW
9625      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
9626      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
9627      ;**************************************************************************************************************************
9628      
9629      
9630    End
9631    
9632    
9633    Draw = W3DModelDraw ModuleTag_02
9634      DefaultConditionState
9635        Model           = None
9636      End
9637    End
9638  
9639    ; ----------------- door #1 -------------------
9640    Draw                = W3DModelDraw ModuleTag_03
9641      DefaultConditionState
9642        Model           = NBAirfield_A9
9643        Animation       = NBAirfield_A9.NBAirfield_A9
9644        AnimationMode   = MANUAL
9645        Flags           = START_FRAME_FIRST
9646      End
9647      AliasConditionState = NIGHT 
9648      AliasConditionState = SNOW
9649      AliasConditionState = SNOW NIGHT
9650      AliasConditionState = NIGHT DAMAGED
9651      AliasConditionState = SNOW DAMAGED
9652      AliasConditionState = SNOW NIGHT DAMAGED
9653      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
9654      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
9655      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
9656      
9657      ConditionState    = DOOR_1_OPENING
9658        Model           = NBAirfield_A9
9659        Animation       = NBAirfield_A9.NBAirfield_A9
9660        AnimationMode   = ONCE
9661        Flags           = START_FRAME_FIRST
9662      End   
9663      AliasConditionState = NIGHT DOOR_1_OPENING
9664      AliasConditionState = SNOW DOOR_1_OPENING
9665      AliasConditionState = SNOW NIGHT DOOR_1_OPENING
9666      AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
9667      AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
9668      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING
9669      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
9670      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
9671      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
9672      
9673      ConditionState    = DOOR_1_CLOSING
9674        Model           = NBAirfield_A9
9675        Animation       = NBAirfield_A9.NBAirfield_A9
9676        AnimationMode   = ONCE_BACKWARDS
9677        Flags           = START_FRAME_LAST
9678      End   
9679      AliasConditionState = NIGHT DOOR_1_CLOSING
9680      AliasConditionState = SNOW DOOR_1_CLOSING
9681      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
9682      AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
9683      AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
9684      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING
9685      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9686      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9687      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9688      
9689      ConditionState    = DOOR_1_WAITING_OPEN
9690        Model           = NBAirfield_A9
9691        Animation       = NBAirfield_A9.NBAirfield_A9
9692        AnimationMode   = MANUAL
9693        Flags           = START_FRAME_LAST
9694      End
9695      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
9696      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
9697      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
9698      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
9699      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
9700      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN
9701      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9702      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9703      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9704      
9705      ;**************************************************************************************************************************
9706      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
9707      ;for this draw module
9708      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9709        Model              = NBAirfield_A9
9710        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9711      End
9712      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
9713      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
9714      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
9715      
9716      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
9717        Model              = NBAirfield_A9
9718        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9719      End
9720      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
9721      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
9722      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
9723      
9724      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
9725        Model              = NBAirfield_A9
9726        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9727      End
9728      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
9729      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
9730      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
9731      
9732      ConditionState       = AWAITING_CONSTRUCTION 
9733        Model              = NONE
9734      End
9735      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
9736      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
9737      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
9738      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
9739      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
9740      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
9741      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
9742      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
9743      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
9744      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
9745      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
9746      AliasConditionState  = SOLD 
9747      AliasConditionState  = SOLD DAMAGED
9748      AliasConditionState  = SOLD REALLYDAMAGED
9749      AliasConditionState  = SOLD NIGHT
9750      AliasConditionState  = SOLD NIGHT DAMAGED
9751      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
9752      AliasConditionState  = SOLD SNOW
9753      AliasConditionState  = SOLD SNOW DAMAGED
9754      AliasConditionState  = SOLD SNOW REALLYDAMAGED
9755      AliasConditionState  = SOLD NIGHT SNOW
9756      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
9757      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
9758      ;**************************************************************************************************************************
9759  
9760      
9761    End
9762  
9763    ; ----------------- door #2 -------------------
9764  ; this one has no door #2... (srj)
9765  ;  Draw                = W3DModelDraw
9766  ;    DefaultConditionState
9767  ;      Model           = NBAirfield_A10
9768  ;      Animation       = NBAirfield_A10.NBAirfield_A10
9769  ;      AnimationMode   = MANUAL
9770  ;      Flags           = START_FRAME_FIRST
9771  ;    End
9772  ;    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9773  ;      Model           = NBAirfield_A10
9774  ;      Flags           = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9775  ;    End
9776  ;    ConditionState    = DOOR_2_OPENING
9777  ;      Model           = NBAirfield_A10
9778  ;      Animation       = NBAirfield_A10.NBAirfield_A10
9779  ;      AnimationMode   = ONCE
9780  ;      Flags           = START_FRAME_FIRST
9781  ;    End   
9782  ;    ConditionState    = DOOR_2_CLOSING
9783  ;      Model           = NBAirfield_A10
9784  ;      Animation       = NBAirfield_A10.NBAirfield_A10
9785  ;      AnimationMode   = ONCE_BACKWARDS
9786  ;      Flags           = START_FRAME_LAST
9787  ;    End   
9788  ;    ConditionState    = DOOR_2_WAITING_OPEN
9789  ;      Model           = NBAirfield_A10
9790  ;      Animation       = NBAirfield_A10.NBAirfield_A10
9791  ;      AnimationMode   = MANUAL
9792  ;      Flags           = START_FRAME_LAST
9793  ;    End   
9794  ;  End
9795    
9796    ; ----------------- door #3 -------------------
9797    Draw                = W3DModelDraw ModuleTag_04
9798      DefaultConditionState
9799        Model           = NBAirfield_A10
9800        Animation       = NBAirfield_A10.NBAirfield_A10
9801        AnimationMode   = MANUAL
9802        Flags           = START_FRAME_FIRST
9803      End
9804      AliasConditionState = NIGHT 
9805      AliasConditionState = SNOW
9806      AliasConditionState = SNOW NIGHT
9807      AliasConditionState = NIGHT DAMAGED
9808      AliasConditionState = SNOW DAMAGED
9809      AliasConditionState = SNOW NIGHT DAMAGED
9810      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
9811      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
9812      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 
9813      
9814      
9815      
9816      ConditionState    = DOOR_3_OPENING
9817        Model           = NBAirfield_A10
9818        Animation       = NBAirfield_A10.NBAirfield_A10
9819        AnimationMode   = ONCE
9820        Flags           = START_FRAME_FIRST
9821      End   
9822      AliasConditionState = NIGHT DOOR_3_OPENING
9823      AliasConditionState = SNOW DOOR_3_OPENING
9824      AliasConditionState = SNOW NIGHT DOOR_3_OPENING
9825      AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
9826      AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
9827      AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING
9828      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
9829      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
9830      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
9831      
9832      ConditionState    = DOOR_3_CLOSING
9833        Model           = NBAirfield_A10
9834        Animation       = NBAirfield_A10.NBAirfield_A10
9835        AnimationMode   = ONCE_BACKWARDS
9836        Flags           = START_FRAME_LAST
9837      End 
9838      AliasConditionState = NIGHT DOOR_3_CLOSING
9839      AliasConditionState = SNOW DOOR_3_CLOSING
9840      AliasConditionState = SNOW NIGHT DOOR_3_CLOSING
9841      AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
9842      AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
9843      AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING
9844      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
9845      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
9846      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
9847        
9848      ConditionState    = DOOR_3_WAITING_OPEN
9849        Model           = NBAirfield_A10
9850        Animation       = NBAirfield_A10.NBAirfield_A10
9851        AnimationMode   = MANUAL
9852        Flags           = START_FRAME_LAST
9853      End   
9854      AliasConditionState = NIGHT DOOR_3_WAITING_OPEN
9855      AliasConditionState = SNOW DOOR_3_WAITING_OPEN
9856      AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN
9857      AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN
9858      AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN
9859      AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN
9860      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
9861      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
9862      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
9863  
9864      ;**************************************************************************************************************************
9865      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
9866      ;for this draw module
9867      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9868        Model              = NBAirfield_A10
9869        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9870      End
9871      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
9872      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
9873      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
9874      
9875      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
9876        Model              = NBAirfield_A10
9877        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9878      End
9879      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
9880      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
9881      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
9882      
9883      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
9884        Model              = NBAirfield_A10
9885        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9886      End
9887      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
9888      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
9889      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
9890      
9891      ConditionState       = AWAITING_CONSTRUCTION 
9892        Model              = NONE
9893      End
9894      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
9895      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
9896      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
9897      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
9898      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
9899      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
9900      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
9901      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
9902      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
9903      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
9904      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
9905      AliasConditionState  = SOLD 
9906      AliasConditionState  = SOLD DAMAGED
9907      AliasConditionState  = SOLD REALLYDAMAGED
9908      AliasConditionState  = SOLD NIGHT
9909      AliasConditionState  = SOLD NIGHT DAMAGED
9910      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
9911      AliasConditionState  = SOLD SNOW
9912      AliasConditionState  = SOLD SNOW DAMAGED
9913      AliasConditionState  = SOLD SNOW REALLYDAMAGED
9914      AliasConditionState  = SOLD NIGHT SNOW
9915      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
9916      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
9917      ;**************************************************************************************************************************    
9918  
9919      
9920    End
9921  
9922    ; ----------------- door #4 -------------------
9923    Draw                = W3DModelDraw ModuleTag_05
9924      DefaultConditionState
9925        Model           = NBAirfield_A8
9926        Animation       = NBAirfield_A8.NBAirfield_A8
9927        AnimationMode   = MANUAL
9928        Flags           = START_FRAME_FIRST
9929      End
9930      AliasConditionState = NIGHT 
9931      AliasConditionState = SNOW
9932      AliasConditionState = SNOW NIGHT
9933      AliasConditionState = NIGHT DAMAGED
9934      AliasConditionState = SNOW DAMAGED
9935      AliasConditionState = SNOW NIGHT DAMAGED
9936      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
9937      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
9938      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 
9939      
9940      ConditionState    = DOOR_4_OPENING
9941        Model           = NBAirfield_A8
9942        Animation       = NBAirfield_A8.NBAirfield_A8
9943        AnimationMode   = ONCE
9944        Flags           = START_FRAME_FIRST
9945      End   
9946      AliasConditionState = NIGHT DOOR_4_OPENING
9947      AliasConditionState = SNOW DOOR_4_OPENING
9948      AliasConditionState = SNOW NIGHT DOOR_4_OPENING
9949      AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING
9950      AliasConditionState = SNOW DAMAGED DOOR_4_OPENING
9951      AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING
9952      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
9953      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
9954      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
9955      
9956      ConditionState    = DOOR_4_CLOSING
9957        Model           = NBAirfield_A8
9958        Animation       = NBAirfield_A8.NBAirfield_A8
9959        AnimationMode   = ONCE_BACKWARDS
9960        Flags           = START_FRAME_LAST
9961      End   
9962      AliasConditionState = NIGHT DOOR_4_CLOSING
9963      AliasConditionState = SNOW DOOR_4_CLOSING
9964      AliasConditionState = SNOW NIGHT DOOR_4_CLOSING
9965      AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING
9966      AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING
9967      AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING
9968      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
9969      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
9970      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
9971      
9972      ConditionState    = DOOR_4_WAITING_OPEN
9973        Model           = NBAirfield_A8
9974        Animation       = NBAirfield_A8.NBAirfield_A8
9975        AnimationMode   = MANUAL
9976        Flags           = START_FRAME_LAST
9977      End 
9978      AliasConditionState = NIGHT DOOR_4_WAITING_OPEN
9979      AliasConditionState = SNOW DOOR_4_WAITING_OPEN
9980      AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN
9981      AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN
9982      AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN
9983      AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN
9984      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
9985      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
9986      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
9987      
9988  
9989      ;**************************************************************************************************************************
9990      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
9991      ;for this draw module
9992      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9993        Model              = NBAirfield_A8
9994        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9995      End
9996      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
9997      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
9998      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
9999      
10000      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
10001        Model              = NBAirfield_A8
10002        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10003      End
10004      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
10005      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
10006      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
10007      
10008      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
10009        Model              = NBAirfield_A8
10010        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10011      End
10012      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
10013      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
10014      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
10015      
10016      ConditionState       = AWAITING_CONSTRUCTION 
10017        Model              = NONE
10018      End
10019      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
10020      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
10021      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
10022      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
10023      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
10024      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
10025      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
10026      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
10027      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
10028      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
10029      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
10030      AliasConditionState  = SOLD 
10031      AliasConditionState  = SOLD DAMAGED
10032      AliasConditionState  = SOLD REALLYDAMAGED
10033      AliasConditionState  = SOLD NIGHT
10034      AliasConditionState  = SOLD NIGHT DAMAGED
10035      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
10036      AliasConditionState  = SOLD SNOW
10037      AliasConditionState  = SOLD SNOW DAMAGED
10038      AliasConditionState  = SOLD SNOW REALLYDAMAGED
10039      AliasConditionState  = SOLD NIGHT SNOW
10040      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
10041      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
10042      ;**************************************************************************************************************************      
10043    End
10044  
10045   ; ------------ construction-zone fence -----------------
10046    Draw = W3DModelDraw ModuleTag_06
10047    AnimationsRequirePower = No
10048      DefaultConditionState
10049        Model           = None
10050        TransitionKey   = DOWN_DEFAULT
10051      End
10052      ConditionState    = NIGHT
10053        Model           = None
10054        TransitionKey   = DOWN_DEFAULT
10055      End
10056      ConditionState    = SNOW
10057        Model           = None
10058        TransitionKey   = DOWN_DEFAULT
10059      End
10060      ConditionState    = SNOW NIGHT
10061        Model           = None
10062        TransitionKey   = DOWN_DEFAULT
10063      End
10064      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10065        Model           = NBAirfield_A4
10066        Animation       = NBAirfield_A4.NBAirfield_A4
10067        AnimationMode   = MANUAL
10068        Flags           = START_FRAME_LAST
10069        TransitionKey   = UP_DAY
10070      End
10071      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
10072        Model           = NBAirfield_A4N
10073        Animation       = NBAirfield_A4N.NBAirfield_A4N
10074        AnimationMode   = MANUAL
10075        Flags           = START_FRAME_LAST
10076        TransitionKey   = UP_NIGHT
10077      End
10078      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
10079        Model           = NBAirfield_A4S
10080        Animation       = NBAirfield_A4S.NBAirfield_A4S
10081        AnimationMode   = MANUAL
10082        Flags           = START_FRAME_LAST
10083        TransitionKey   = UP_SNOW
10084      End
10085      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
10086        Model           = NBAirfield_A4SN
10087        Animation       = NBAirfield_A4SN.NBAirfield_A4SN
10088        AnimationMode   = MANUAL
10089        Flags           = START_FRAME_LAST
10090        TransitionKey   = UP_SNOWNIGHT
10091      End
10092      TransitionState   = DOWN_DEFAULT UP_DAY
10093        Model           = NBAirfield_A4
10094        Animation       = NBAirfield_A4.NBAirfield_A4
10095        AnimationMode   = ONCE
10096        AnimationSpeedFactorRange = 1.0 1.0
10097        Flags           = START_FRAME_FIRST
10098      End
10099      TransitionState   = DOWN_DEFAULT UP_NIGHT
10100        Model           = NBAirfield_A4N
10101        Animation       = NBAirfield_A4N.NBAirfield_A4N
10102        AnimationMode   = ONCE
10103        AnimationSpeedFactorRange = 1.0 1.0
10104        Flags           = START_FRAME_FIRST
10105      End
10106      TransitionState   = DOWN_DEFAULT UP_SNOW
10107        Model           = NBAirfield_A4S
10108        Animation       = NBAirfield_A4S.NBAirfield_A4S
10109        AnimationMode   = ONCE
10110        AnimationSpeedFactorRange = 1.0 1.0
10111        Flags           = START_FRAME_FIRST
10112      End
10113      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
10114        Model           = NBAirfield_A4SN
10115        Animation       = NBAirfield_A4SN.NBAirfield_A4SN
10116        AnimationMode   = ONCE
10117        AnimationSpeedFactorRange = 1.0 1.0
10118        Flags           = START_FRAME_FIRST
10119      End
10120      TransitionState   = UP_DAY DOWN_DEFAULT
10121        Model           = NBAirfield_A4
10122        Animation       = NBAirfield_A4.NBAirfield_A4
10123        AnimationMode   = ONCE_BACKWARDS
10124        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10125        Flags           = START_FRAME_LAST
10126      End
10127      TransitionState   = UP_NIGHT DOWN_DEFAULT
10128        Model           = NBAirfield_A4N
10129        Animation       = NBAirfield_A4N.NBAirfield_A4N
10130        AnimationMode   = ONCE_BACKWARDS
10131        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10132        Flags           = START_FRAME_LAST
10133      End
10134      TransitionState   = UP_SNOW DOWN_DEFAULT
10135        Model           = NBAirfield_A4S
10136        Animation       = NBAirfield_A4S.NBAirfield_A4S
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_SNOWNIGHT DOWN_DEFAULT
10142        Model           = NBAirfield_A4SN
10143        Animation       = NBAirfield_A4SN.NBAirfield_A4SN
10144        AnimationMode   = ONCE_BACKWARDS
10145        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10146        Flags           = START_FRAME_LAST
10147      End
10148    End
10149  
10150    ; ------------ under-construction scaffolding -----------------
10151    Draw = W3DModelDraw ModuleTag_07
10152    AnimationsRequirePower = No
10153      MinLODRequired = MEDIUM
10154      DefaultConditionState
10155        Model           = None
10156        TransitionKey   = DOWN_DEFAULT
10157      End
10158      ConditionState    = NIGHT
10159        Model           = None
10160        TransitionKey   = DOWN_DEFAULT
10161      End
10162      ConditionState    = SNOW
10163        Model           = None
10164        TransitionKey   = DOWN_DEFAULT
10165      End
10166      ConditionState    = SNOW NIGHT
10167        Model           = None
10168        TransitionKey   = DOWN_DEFAULT
10169      End
10170      ConditionState    = PARTIALLY_CONSTRUCTED
10171        Model           = NBAirfield_A6
10172        Animation       = NBAirfield_A6.NBAirfield_A6
10173        AnimationMode   = MANUAL
10174        Flags           = START_FRAME_LAST
10175        TransitionKey   = UP_DAY
10176        ParticleSysBone = Dust01 BuildingDustChina
10177        ParticleSysBone = Smoke01 BuildUpSmokeChina
10178        ParticleSysBone = Smoke02 BuildUpSmokeChina
10179        ParticleSysBone = Smoke03 BuildUpSmokeChina
10180        ParticleSysBone = Smoke04 BuildUpSmokeChina
10181        ParticleSysBone = Smoke05 BuildUpSmokeChina
10182      End
10183      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
10184        Model           = NBAirfield_A6N
10185        Animation       = NBAirfield_A6N.NBAirfield_A6N
10186        AnimationMode   = MANUAL
10187        Flags           = START_FRAME_LAST
10188        TransitionKey   = UP_NIGHT
10189        ParticleSysBone = Dust01 BuildingDustChina
10190        ParticleSysBone = Smoke01 BuildUpSmokeChina
10191        ParticleSysBone = Smoke02 BuildUpSmokeChina
10192        ParticleSysBone = Smoke03 BuildUpSmokeChina
10193        ParticleSysBone = Smoke04 BuildUpSmokeChina
10194        ParticleSysBone = Smoke05 BuildUpSmokeChina
10195      End
10196      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
10197        Model           = NBAirfield_A6S
10198        Animation       = NBAirfield_A6S.NBAirfield_A6S
10199        AnimationMode   = MANUAL
10200        Flags           = START_FRAME_LAST
10201        TransitionKey   = UP_SNOW
10202        ParticleSysBone = Dust01 BuildingSnowDust
10203        ParticleSysBone = Smoke01 BuildUpSnowSmoke
10204        ParticleSysBone = Smoke02 BuildUpSnowSmoke
10205        ParticleSysBone = Smoke03 BuildUpSnowSmoke
10206        ParticleSysBone = Smoke04 BuildUpSnowSmoke
10207        ParticleSysBone = Smoke05 BuildUpSnowSmoke
10208      End
10209      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
10210        Model           = NBAirfield_A6SN
10211        Animation       = NBAirfield_A6SN.NBAirfield_A6SN
10212        AnimationMode   = MANUAL
10213        Flags           = START_FRAME_LAST
10214        TransitionKey   = UP_SNOWNIGHT
10215        ParticleSysBone = Dust01 BuildingNightSnowDust
10216        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
10217        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
10218        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
10219        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
10220        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
10221      End
10222      TransitionState   = DOWN_DEFAULT UP_DAY
10223       Model            = NBAirfield_A6
10224        Animation       = NBAirfield_A6.NBAirfield_A6
10225  
10226        AnimationMode   = ONCE
10227        AnimationSpeedFactorRange = 1.0 1.0
10228        Flags           = START_FRAME_FIRST
10229      End
10230      TransitionState   = DOWN_DEFAULT UP_NIGHT
10231       Model            = NBAirfield_A6N
10232        Animation       = NBAirfield_A6N.NBAirfield_A6N
10233        AnimationMode   = ONCE
10234        AnimationSpeedFactorRange = 1.0 1.0
10235        Flags           = START_FRAME_FIRST
10236      End
10237      TransitionState   = DOWN_DEFAULT UP_SNOW
10238       Model            = NBAirfield_A6S
10239        Animation       = NBAirfield_A6S.NBAirfield_A6S
10240        AnimationMode   = ONCE
10241        AnimationSpeedFactorRange = 1.0 1.0
10242        Flags           = START_FRAME_FIRST
10243      End
10244      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
10245       Model            = NBAirfield_A6SN
10246        Animation       = NBAirfield_A6SN.NBAirfield_A6SN
10247        AnimationMode   = ONCE
10248        AnimationSpeedFactorRange = 1.0 1.0
10249        Flags           = START_FRAME_FIRST
10250      End
10251      TransitionState   = UP_DAY DOWN_DEFAULT
10252        Model           = NBAirfield_A6
10253        Animation       = NBAirfield_A6.NBAirfield_A6
10254        AnimationMode   = ONCE_BACKWARDS
10255        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10256        Flags           = START_FRAME_LAST
10257      End
10258      TransitionState   = UP_NIGHT DOWN_DEFAULT
10259        Model           = NBAirfield_A6N
10260        Animation       = NBAirfield_A6N.NBAirfield_A6N
10261        AnimationMode   = ONCE_BACKWARDS
10262        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10263        Flags           = START_FRAME_LAST
10264      End
10265      TransitionState   = UP_SNOW DOWN_DEFAULT
10266        Model           = NBAirfield_A6S
10267        Animation       = NBAirfield_A6S.NBAirfield_A6S
10268        AnimationMode   = ONCE_BACKWARDS
10269        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10270        Flags           = START_FRAME_LAST
10271      End
10272      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
10273        Model           = NBAirfield_A6SN
10274        Animation       = NBAirfield_A6SN.NBAirfield_A6SN
10275        AnimationMode   = ONCE_BACKWARDS
10276        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10277        Flags           = START_FRAME_LAST
10278      End
10279    End
10280  
10281  
10282    ; ------------ being-constructed crane -----------------
10283    Draw = W3DModelDraw ModuleTag_08
10284    AnimationsRequirePower = No
10285      DefaultConditionState
10286        Model           = None
10287        TransitionKey   = DOWN_DEFAULT
10288      End
10289      ConditionState    = NIGHT
10290        Model           = None
10291        TransitionKey   = DOWN_DEFAULT
10292      End
10293      ConditionState    = SNOW
10294        Model           = None
10295        TransitionKey   = DOWN_DEFAULT
10296      End
10297      ConditionState    = SNOW NIGHT
10298        Model           = None
10299        TransitionKey   = DOWN_DEFAULT
10300      End
10301      ConditionState    = SOLD
10302        Model           = NONE
10303      End
10304  
10305      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
10306        Model           = NBAirfield_A5
10307        Animation       = NBAirfield_A5.NBAirfield_A5
10308        AnimationMode   = LOOP
10309        TransitionKey  = UP_DAY
10310      End
10311  
10312      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
10313        Model           = NBAirfield_A5N
10314        Animation       = NBAirfield_A5N.NBAirfield_A5N
10315        AnimationMode   = LOOP
10316        TransitionKey  = UP_NIGHT
10317      End
10318  
10319      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
10320        Model           = NBAirfield_A5S
10321        Animation       = NBAirfield_A5S.NBAirfield_A5S
10322        AnimationMode   = LOOP
10323        TransitionKey  = UP_SNOW
10324      End
10325  
10326      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
10327        Model           = NBAirfield_A5SN
10328        Animation       = NBAirfield_A5SN.NBAirfield_A5SN
10329        AnimationMode   = LOOP
10330        TransitionKey  = UP_SNOWNIGHT
10331      End
10332      TransitionState   = DOWN_DEFAULT UP_DAY
10333        Model            = NBAirfield_AB
10334        Animation       = NBAirfield_AB.NBAirfield_AB
10335        AnimationMode   = ONCE
10336        AnimationSpeedFactorRange = 1.0 1.0
10337        Flags           = START_FRAME_FIRST
10338      End
10339  
10340      TransitionState   = DOWN_DEFAULT UP_NIGHT
10341        Model            = NBAirfield_ABN
10342        Animation       = NBAirfield_ABN.NBAirfield_ABN
10343        AnimationMode   = ONCE
10344        AnimationSpeedFactorRange = 1.0 1.0
10345        Flags           = START_FRAME_FIRST
10346      End
10347      TransitionState   = DOWN_DEFAULT UP_SNOW
10348        Model            = NBAirfield_ABS
10349        Animation       = NBAirfield_ABS.NBAirfield_ABS
10350        AnimationMode   = ONCE
10351        AnimationSpeedFactorRange = 1.0 1.0
10352        Flags           = START_FRAME_FIRST
10353      End
10354      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
10355        Model            = NBAirfield_ABSN
10356        Animation       = NBAirfield_ABSN.NBAirfield_ABSN
10357        AnimationMode   = ONCE
10358        AnimationSpeedFactorRange = 1.0 1.0
10359        Flags           = START_FRAME_FIRST
10360      End
10361      TransitionState   = UP_DAY DOWN_DEFAULT
10362        Model            = NBAirfield_AB
10363        Animation       = NBAirfield_AB.NBAirfield_AB
10364        AnimationMode   = ONCE_BACKWARDS
10365        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10366        Flags           = START_FRAME_LAST
10367      End
10368  
10369      TransitionState   = UP_NIGHT DOWN_DEFAULT
10370        Model            = NBAirfield_ABN
10371        Animation       = NBAirfield_ABN.NBAirfield_ABN
10372        AnimationMode   = ONCE_BACKWARDS
10373        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10374        Flags           = START_FRAME_LAST
10375      End
10376      TransitionState   = UP_SNOW DOWN_DEFAULT
10377        Model            = NBAirfield_ABS
10378        Animation       = NBAirfield_ABS.NBAirfield_ABS
10379        AnimationMode   = ONCE_BACKWARDS
10380        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10381        Flags           = START_FRAME_LAST
10382      End
10383      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
10384        Model            = NBAirfield_ABSN
10385        Animation       = NBAirfield_ABSN.NBAirfield_ABSN
10386        AnimationMode   = ONCE_BACKWARDS
10387        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10388        Flags           = START_FRAME_LAST
10389      End
10390    End
10391  
10392    PlacementViewAngle = -45
10393  
10394    ; ***DESIGN parameters ***
10395    DisplayName      = OBJECT:Airfield
10396    Side             = China
10397    EditorSorting    = STRUCTURE
10398    Prerequisites
10399      Object = Tank_ChinaSupplyCenter
10400    End
10401    BuildCost        = 1000
10402    BuildTime        = 30.0           ; in seconds
10403    EnergyProduction = -1
10404    CommandSet       = Tank_ChinaAirfieldCommandSet
10405    VisionRange     = 200.0           ; Shroud clearing distance
10406    ShroudClearingRange = 200
10407    ArmorSet
10408      Conditions      = None
10409      Armor           = StructureArmor
10410      DamageFX        = StructureDamageFXNoShake
10411    End
10412    ExperienceValue     = 150 150 150 150  ; Experience point value at each level
10413  
10414    ; *** AUDIO Parameters ***
10415    VoiceSelect = AirfieldChinaSelect
10416    SoundOnDamaged        = BuildingDamagedStateLight
10417    SoundOnReallyDamaged  = BuildingDestroy
10418  
10419    UnitSpecificSounds
10420      UnderConstruction     = UnderConstructionLoop
10421    End
10422  
10423    ; *** ENGINEERING Parameters ***
10424    RadarPriority   = STRUCTURE
10425    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY FS_AIRFIELD AUTO_RALLYPOINT
10426    Body            = StructureBody ModuleTag_09
10427      MaxHealth       = 1500.0
10428      InitialHealth   = 1500.0
10429  
10430      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
10431      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
10432      SubdualDamageCap = 1700
10433      SubdualDamageHealRate = 500
10434      SubdualDamageHealAmount = 100
10435    End
10436  
10437    Behavior = ParkingPlaceBehavior ModuleTag_10
10438      HealAmountPerSecond     = 10
10439      NumRows                 = 2
10440      NumCols                 = 2
10441      HasRunways              = Yes
10442      ApproachHeight          = 50
10443      ParkInHangars           = Yes
10444    End
10445  
10446    Behavior = ProductionUpdate ModuleTag_11
10447      NumDoorAnimations            = 4
10448      DoorOpeningTime              = 2000  ;in mSeconds
10449      DoorWaitOpenTime             = 3000  ;in mSeconds
10450      DoorCloseTime                = 2000  ;in mSeconds
10451      ConstructionCompleteDuration = 1000  ;in mSeconds
10452    End
10453  
10454    Behavior = DestroyDie ModuleTag_12
10455      ;nothing
10456    End
10457    Behavior             = CreateObjectDie ModuleTag_13
10458      CreationList  = OCL_ABPowerPlantExplode
10459    End
10460    Behavior             = FXListDie ModuleTag_14
10461      DeathFX       = FX_StructureMediumDeath
10462    End
10463  
10464    Behavior = GenerateMinefieldBehavior     ModuleTag_15
10465      TriggeredBy           = Upgrade_ChinaMines
10466      MineName              = ChinaStandardMine
10467      SmartBorder           = Yes
10468      AlwaysCircular        = Yes
10469  
10470      Upgradable            = Yes
10471      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
10472      UpgradedMineName      = ChinaEMPMine
10473    End
10474  
10475    Behavior = FlammableUpdate ModuleTag_17
10476      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10477      AflameDamageAmount = 5       ; taking this much damage...
10478      AflameDamageDelay = 500       ; this often.
10479    End
10480  
10481    Behavior = TransitionDamageFX ModuleTag_18
10482      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
10483      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
10484      ;---------------------------------------------------------------------------------------
10485      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
10486      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
10487      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
10488    End
10489  
10490    Behavior = CommandSetUpgrade ModuleTag_25
10491      CommandSet = Tank_ChinaAirfieldCommandSetUpgrade
10492      TriggeredBy = Upgrade_ChinaMines
10493    End
10494    Behavior = ArmorUpgrade ModuleTag_26
10495      TriggeredBy = Upgrade_ChinaEMPMines
10496    End
10497  
10498    Geometry            = BOX
10499    GeometryMajorRadius = 83.0
10500    GeometryMinorRadius = 76.0
10501    GeometryHeight      = 25.0
10502    GeometryIsSmall     = No
10503    Shadow          = SHADOW_VOLUME
10504    BuildCompletion = PLACED_BY_PLAYER
10505  
10506  End
10507  
10508  
10509  
10510  
10511  
10512  
10513  ;------------------------------------------------------------------------------
10514  Object Tank_ChinaWarFactory
10515  
10516    ; *** ART Parameters ***
10517    SelectPortrait         = SNWarFact_L
10518    ButtonImage            = SNWarFact
10519  
10520    ; ------------ the main factory itself -----------------
10521    Draw                = W3DModelDraw ModuleTag_01
10522      OkToChangeModelColor = Yes
10523      ; day
10524      DefaultConditionState
10525        Model           = NBWarFact  
10526      End
10527      ConditionState    = DAMAGED
10528        Model           = NBWarFact_D
10529        ParticleSysBone = Smoke01 SmolderingSmoke
10530        ParticleSysBone = Smoke02 SmolderingSmoke
10531        ParticleSysBone = Smoke03 SmolderingSmoke
10532        ParticleSysBone = Smoke04 SmolderingSmoke
10533        ParticleSysBone = Smoke05 SmolderingSmoke
10534        ParticleSysBone = Fire01  SmolderingFire
10535        ParticleSysBone = Fire01  SmolderingFlameCore
10536        ParticleSysBone = Fire02  SmolderingFire
10537        ParticleSysBone = Fire02  SmolderingFlameCore
10538      End
10539      ConditionState    = REALLYDAMAGED RUBBLE
10540        Model           = NBWarFact_E
10541        ParticleSysBone = Smoke01 SmolderingSmoke
10542        ParticleSysBone = Smoke02 SmolderingSmoke
10543        ParticleSysBone = Smoke03 SmolderingSmoke
10544        ParticleSysBone = Smoke04 SmolderingSmoke
10545        ParticleSysBone = Smoke05 SmolderingSmoke
10546        ParticleSysBone = Smoke06 SmolderingSmoke
10547        ParticleSysBone = Smoke07 SmolderingSmoke
10548        ParticleSysBone = Fire01  SmolderingFire
10549        ParticleSysBone = Fire01  SmolderingFlameCore
10550        ParticleSysBone = Fire02  SmolderingFire
10551        ParticleSysBone = Fire02  SmolderingFlameCore
10552        ParticleSysBone = Fire03  SmolderingFire
10553        ParticleSysBone = Fire03  SmolderingFlameCore
10554      End
10555      
10556      ConditionState    = SNOW
10557        Model           = NBWarFact_S  
10558      End
10559      ConditionState = DAMAGED SNOW
10560        Model           = NBWarFact_DS
10561        ParticleSysBone = Smoke01 SmolderingSmoke
10562        ParticleSysBone = Smoke02 SmolderingSmoke
10563        ParticleSysBone = Smoke03 SmolderingSmoke
10564        ParticleSysBone = Smoke04 SmolderingSmoke
10565        ParticleSysBone = Smoke05 SmolderingSmoke
10566        ParticleSysBone = Fire01  SmolderingFire
10567        ParticleSysBone = Fire01  SmolderingFlameCore
10568        ParticleSysBone = Fire02  SmolderingFire
10569        ParticleSysBone = Fire02  SmolderingFlameCore
10570      End
10571      ConditionState = REALLYDAMAGED RUBBLE SNOW
10572        Model           = NBWarFact_ES
10573        ParticleSysBone = Smoke01 SmolderingSmoke
10574        ParticleSysBone = Smoke02 SmolderingSmoke
10575        ParticleSysBone = Smoke03 SmolderingSmoke
10576        ParticleSysBone = Smoke04 SmolderingSmoke
10577        ParticleSysBone = Smoke05 SmolderingSmoke
10578        ParticleSysBone = Smoke06 SmolderingSmoke
10579        ParticleSysBone = Smoke07 SmolderingSmoke
10580        ParticleSysBone = Fire01  SmolderingFire
10581        ParticleSysBone = Fire01  SmolderingFlameCore
10582        ParticleSysBone = Fire02  SmolderingFire
10583        ParticleSysBone = Fire02  SmolderingFlameCore
10584        ParticleSysBone = Fire03  SmolderingFire
10585        ParticleSysBone = Fire03  SmolderingFlameCore
10586      End
10587      
10588  
10589      ; night **********************************************
10590      ConditionState  = NIGHT
10591        Model           = NBWarFact_N     
10592      End
10593      ConditionState    = DAMAGED NIGHT
10594        Model           = NBWarFact_DN
10595        ParticleSysBone = Smoke01 SmolderingSmoke
10596        ParticleSysBone = Smoke02 SmolderingSmoke
10597        ParticleSysBone = Smoke03 SmolderingSmoke
10598        ParticleSysBone = Smoke04 SmolderingSmoke
10599        ParticleSysBone = Smoke05 SmolderingSmoke
10600        ParticleSysBone = Fire01  SmolderingFire
10601        ParticleSysBone = Fire01  SmolderingFlameCore
10602        ParticleSysBone = Fire02  SmolderingFire
10603        ParticleSysBone = Fire02  SmolderingFlameCore
10604      End
10605      ConditionState    = REALLYDAMAGED RUBBLE NIGHT
10606        Model           = NBWarFact_EN
10607        ParticleSysBone = Smoke01 SmolderingSmoke
10608        ParticleSysBone = Smoke02 SmolderingSmoke
10609        ParticleSysBone = Smoke03 SmolderingSmoke
10610        ParticleSysBone = Smoke04 SmolderingSmoke
10611        ParticleSysBone = Smoke05 SmolderingSmoke
10612        ParticleSysBone = Smoke06 SmolderingSmoke
10613        ParticleSysBone = Smoke07 SmolderingSmoke
10614        ParticleSysBone = Fire01  SmolderingFire
10615        ParticleSysBone = Fire01  SmolderingFlameCore
10616        ParticleSysBone = Fire02  SmolderingFire
10617        ParticleSysBone = Fire02  SmolderingFlameCore
10618        ParticleSysBone = Fire03  SmolderingFire
10619        ParticleSysBone = Fire03  SmolderingFlameCore
10620      End
10621          
10622      ; night   SNOW
10623        ConditionState = NIGHT SNOW
10624        Model           = NBWarFact_NS   
10625      End
10626      ConditionState = DAMAGED NIGHT SNOW
10627        Model           = NBWarFact_DNS
10628        ParticleSysBone = Smoke01 SmolderingSmoke
10629        ParticleSysBone = Smoke02 SmolderingSmoke
10630        ParticleSysBone = Smoke03 SmolderingSmoke
10631        ParticleSysBone = Smoke04 SmolderingSmoke
10632        ParticleSysBone = Smoke05 SmolderingSmoke
10633        ParticleSysBone = Fire01  SmolderingFire
10634        ParticleSysBone = Fire01  SmolderingFlameCore
10635        ParticleSysBone = Fire02  SmolderingFire
10636        ParticleSysBone = Fire02  SmolderingFlameCore
10637      End
10638      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
10639        Model           = NBWarFact_ENS
10640        ParticleSysBone = Smoke01 SmolderingSmoke
10641        ParticleSysBone = Smoke02 SmolderingSmoke
10642        ParticleSysBone = Smoke03 SmolderingSmoke
10643        ParticleSysBone = Smoke04 SmolderingSmoke
10644        ParticleSysBone = Smoke05 SmolderingSmoke
10645        ParticleSysBone = Smoke06 SmolderingSmoke
10646        ParticleSysBone = Smoke07 SmolderingSmoke
10647        ParticleSysBone = Fire01  SmolderingFire
10648        ParticleSysBone = Fire01  SmolderingFlameCore
10649        ParticleSysBone = Fire02  SmolderingFire
10650        ParticleSysBone = Fire02  SmolderingFlameCore
10651        ParticleSysBone = Fire03  SmolderingFire
10652        ParticleSysBone = Fire03  SmolderingFlameCore
10653      End
10654      
10655      
10656      ;**************************************************************************************************************************
10657      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
10658      ;for this draw module
10659      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10660        Model              = NBWarFact
10661        ;Animation          = NBWarFact.NBWarFact
10662        ;AnimationMode      = LOOP
10663        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10664      End
10665      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
10666        Model              = NBWarFact_D
10667        ;Animation          = NBWarFact_D.NBWarFact_D
10668        ;AnimationMode      = LOOP
10669        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10670      End
10671      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
10672        Model              = NBWarFact_E
10673        ;Animation          = NBWarFact_E.NBWarFact_E
10674        ;AnimationMode      = LOOP
10675        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10676      End
10677      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
10678        Model              = NBWarFact_N
10679        ;Animation          = NBWarFact_N.NBWarFact_N
10680        ;AnimationMode      = LOOP
10681        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10682      End
10683      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
10684        Model              = NBWarFact_DN
10685        ;Animation          = NBWarFact_DN.NBWarFact_DN
10686        ;AnimationMode      = LOOP
10687        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10688      End
10689      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
10690        Model              = NBWarFact_EN
10691        ;Animation          = NBWarFact_EN.NBWarFact_EN
10692        ;AnimationMode      = LOOP
10693        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10694      End
10695      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
10696        Model              = NBWarFact_S
10697        ;Animation          = NBWarFact_S.NBWarFact_S
10698        ;AnimationMode      = LOOP
10699        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10700      End
10701      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
10702        Model              = NBWarFact_DS
10703        ;Animation          = NBWarFact_DS.NBWarFact_DS
10704        ;AnimationMode      = LOOP
10705        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10706      End
10707      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
10708        Model              = NBWarFact_ES
10709        ;Animation          = NBWarFact_ES.NBWarFact_ES
10710        ;AnimationMode      = LOOP
10711        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10712      End
10713      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
10714        Model              = NBWarFact_NS
10715        ;Animation          = NBWarFact_NS.NBWarFact_NS
10716        ;AnimationMode      = LOOP
10717        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10718      End
10719      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
10720        Model              = NBWarFact_DNS
10721        ;Animation          = NBWarFact_DNS.NBWarFact_DNS
10722        ;AnimationMode      = LOOP
10723        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10724      End
10725      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
10726        Model              = NBWarFact_ENS
10727        ;Animation          = NBWarFact_ENS.NBWarFact_ENS
10728        ;AnimationMode      = LOOP
10729        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10730      End
10731  
10732      ConditionState       = AWAITING_CONSTRUCTION 
10733        Model              = NONE
10734      End
10735      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
10736      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
10737      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
10738      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
10739      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
10740      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
10741      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
10742      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
10743      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
10744      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
10745      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
10746      AliasConditionState  = SOLD 
10747      AliasConditionState  = SOLD DAMAGED
10748      AliasConditionState  = SOLD REALLYDAMAGED
10749      AliasConditionState  = SOLD NIGHT
10750      AliasConditionState  = SOLD NIGHT DAMAGED
10751      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
10752      AliasConditionState  = SOLD SNOW
10753      AliasConditionState  = SOLD SNOW DAMAGED
10754      AliasConditionState  = SOLD SNOW REALLYDAMAGED
10755      AliasConditionState  = SOLD NIGHT SNOW
10756      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
10757      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
10758      ;**************************************************************************************************************************
10759  
10760  
10761    End
10762    
10763    ; ------------------ the construction crane ------------
10764    Draw                   = W3DModelDraw ModuleTag_02
10765      OkToChangeModelColor = Yes
10766      ConditionState       = None
10767        Model              = NBWarFact_A1
10768        Animation          = NBWarFact_A1.NBWarFact_A1
10769        AnimationMode      = LOOP
10770        WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
10771      End
10772      ConditionState       = DAMAGED
10773        Model              = NBWarFact_A1D
10774        Animation          = NBWarFact_A1D.NBWarFact_A1D
10775        AnimationMode      = LOOP
10776        WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
10777      End
10778      ConditionState       = REALLYDAMAGED RUBBLE
10779        Model              = NBWarFact_A1E
10780        Animation          = NBWarFact_A1E.NBWarFact_A1E
10781        AnimationMode      = LOOP
10782        WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
10783      End
10784      ConditionState       = ACTIVELY_CONSTRUCTING
10785        Model              = NBWarFact_A2
10786        Animation          = NBWarFact_A2.NBWarFact_A2
10787        AnimationMode      = ONCE
10788        TransitionKey      = TransitionFinishBeforeSwitch
10789      End
10790      ConditionState       = ACTIVELY_CONSTRUCTING DAMAGED
10791        Model              = NBWarFact_A2D
10792        Animation          = NBWarFact_A2D.NBWarFact_A2D
10793        AnimationMode      = ONCE
10794        TransitionKey      = TransitionFinishBeforeSwitch
10795      End
10796      ConditionState       = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
10797        Model              = NBWarFact_A2E
10798        Animation          = NBWarFact_A2E.NBWarFact_A2E
10799        AnimationMode      = ONCE
10800        TransitionKey      = TransitionFinishBeforeSwitch
10801      End
10802      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10803        Model              = NBWarFact_A1
10804        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10805      End
10806      ConditionState       = SOLD DAMAGED REALLYDAMAGED RUBBLE
10807        Model              = NONE
10808      End
10809    End
10810  
10811  
10812    ; ------------ construction-zone fence -----------------
10813    Draw                = W3DModelDraw ModuleTag_03
10814    AnimationsRequirePower = No
10815      DefaultConditionState
10816        Model           = None
10817        TransitionKey   = DOWN_DEFAULT
10818      End
10819      ConditionState    = NIGHT
10820        Model           = None
10821        TransitionKey   = DOWN_DEFAULT
10822      End
10823      ConditionState    = SNOW
10824        Model           = None
10825        TransitionKey   = DOWN_DEFAULT
10826      End
10827      ConditionState    = SNOW NIGHT
10828        Model           = None
10829        TransitionKey   = DOWN_DEFAULT
10830      End
10831      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10832        Model           = NBWarFact_A4
10833        Animation       = NBWarFact_A4.NBWarFact_A4
10834        AnimationMode   = MANUAL
10835        Flags           = START_FRAME_LAST
10836        TransitionKey   = UP_DAY
10837        ParticleSysBone = Smoke01 SmolderingSmoke
10838        ParticleSysBone =  Fire01 SmolderingFire
10839        ParticleSysBone = Smoke02 SmolderingSmoke
10840        ParticleSysBone =  Fire02 SmolderingFire
10841      End
10842      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10843        Model           = NBWarFact_A4N
10844        Animation       = NBWarFact_A4N.NBWarFact_A4N
10845        AnimationMode   = MANUAL
10846        Flags           = START_FRAME_LAST
10847        TransitionKey   = UP_NIGHT
10848        ParticleSysBone = Smoke01 SmolderingSmoke
10849        ParticleSysBone =  Fire01 SmolderingFire
10850        ParticleSysBone = Smoke02 SmolderingSmoke
10851        ParticleSysBone =  Fire02 SmolderingFire
10852      End
10853      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10854        Model           = NBWarFact_A4S
10855        Animation       = NBWarFact_A4S.NBWarFact_A4S
10856        AnimationMode   = MANUAL
10857        Flags           = START_FRAME_LAST
10858        TransitionKey   = UP_SNOW
10859        ParticleSysBone = Smoke01 SmolderingSmoke
10860        ParticleSysBone =  Fire01 SmolderingFire
10861        ParticleSysBone = Smoke02 SmolderingSmoke
10862        ParticleSysBone =  Fire02 SmolderingFire
10863      End
10864      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10865        Model           = NBWarFact_A4SN
10866        Animation       = NBWarFact_A4SN.NBWarFact_A4SN
10867        AnimationMode   = MANUAL
10868        Flags           = START_FRAME_LAST
10869        TransitionKey   = UP_SNOWNIGHT
10870        ParticleSysBone = Smoke01 SmolderingSmoke
10871        ParticleSysBone =  Fire01 SmolderingFire
10872        ParticleSysBone = Smoke02 SmolderingSmoke
10873        ParticleSysBone =  Fire02 SmolderingFire
10874      End
10875      TransitionState   = DOWN_DEFAULT UP_DAY
10876        Model           = NBWarFact_A4
10877        Animation       = NBWarFact_A4.NBWarFact_A4
10878        AnimationMode   = ONCE
10879        AnimationSpeedFactorRange = 1.0 1.0
10880        Flags           = START_FRAME_FIRST
10881      End
10882      TransitionState   = DOWN_DEFAULT UP_NIGHT
10883        Model           = NBWarFact_A4N
10884        Animation       = NBWarFact_A4N.NBWarFact_A4N
10885        AnimationMode   = ONCE
10886        AnimationSpeedFactorRange = 1.0 1.0
10887        Flags           = START_FRAME_FIRST
10888      End
10889      TransitionState   = DOWN_DEFAULT UP_SNOW
10890        Model           = NBWarFact_A4S
10891        Animation       = NBWarFact_A4S.NBWarFact_A4S
10892        AnimationMode   = ONCE
10893        AnimationSpeedFactorRange = 1.0 1.0
10894        Flags           = START_FRAME_FIRST
10895      End
10896      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
10897        Model           = NBWarFact_A4SN
10898        Animation       = NBWarFact_A4SN.NBWarFact_A4SN
10899        AnimationMode   = ONCE
10900        AnimationSpeedFactorRange = 1.0 1.0
10901        Flags           = START_FRAME_FIRST
10902      End
10903      TransitionState   = UP_DAY DOWN_DEFAULT
10904        Model           = NBWarFact_A4
10905        Animation       = NBWarFact_A4.NBWarFact_A4
10906        AnimationMode   = ONCE_BACKWARDS
10907        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10908        Flags           = START_FRAME_LAST
10909      End
10910      TransitionState   = UP_NIGHT DOWN_DEFAULT
10911        Model           = NBWarFact_A4N
10912        Animation       = NBWarFact_A4N.NBWarFact_A4N
10913        AnimationMode   = ONCE_BACKWARDS
10914        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10915        Flags           = START_FRAME_LAST
10916      End
10917      TransitionState   = UP_SNOW DOWN_DEFAULT
10918        Model           = NBWarFact_A4S
10919        Animation       = NBWarFact_A4S.NBWarFact_A4S
10920        AnimationMode   = ONCE_BACKWARDS
10921        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10922        Flags           = START_FRAME_LAST
10923      End
10924      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
10925        Model           = NBWarFact_A4SN
10926        Animation       = NBWarFact_A4SN.NBWarFact_A4SN
10927        AnimationMode   = ONCE_BACKWARDS
10928        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10929        Flags           = START_FRAME_LAST
10930      End
10931    End
10932  
10933    ; ------------ under-construction scaffolding -----------------
10934    Draw                 = W3DModelDraw ModuleTag_04
10935    AnimationsRequirePower = No
10936      MinLODRequired = MEDIUM
10937      DefaultConditionState
10938        Model            = None
10939        TransitionKey    = DOWN_DEFAULT
10940      End
10941      ConditionState     = NIGHT
10942        Model            = None
10943        TransitionKey    = DOWN_DEFAULT
10944      End
10945      ConditionState     = SNOW
10946        Model            = None
10947        TransitionKey    = DOWN_DEFAULT
10948      End
10949      ConditionState     = SNOW NIGHT
10950        Model            = None
10951        TransitionKey    = DOWN_DEFAULT
10952      End
10953      ConditionState     = PARTIALLY_CONSTRUCTED
10954        Model            = NBWarFact_A6
10955        Animation        = NBWarFact_A6.NBWarFact_A6
10956        AnimationMode    = MANUAL
10957        Flags            = START_FRAME_LAST
10958        TransitionKey    = UP_DAY
10959        ParticleSysBone  = Dust01 BuildingDustChina
10960        ParticleSysBone  = Smoke01 BuildUpSmokeChina
10961        ParticleSysBone  = Smoke02 BuildUpSmokeChina
10962        ParticleSysBone  = Smoke03 BuildUpSmokeChina
10963        ParticleSysBone  = Smoke04 BuildUpSmokeChina
10964        ParticleSysBone  = Smoke05 BuildUpSmokeChina
10965      End
10966      ConditionState     = NIGHT PARTIALLY_CONSTRUCTED
10967        Model            = NBWarFact_A6N
10968        Animation        = NBWarFact_A6N.NBWarFact_A6N
10969        AnimationMode    = MANUAL
10970        Flags            = START_FRAME_LAST
10971        TransitionKey    = UP_NIGHT
10972        ParticleSysBone  = Dust01 BuildingDustChina
10973        ParticleSysBone  = Smoke01 BuildUpSmokeChina
10974        ParticleSysBone  = Smoke02 BuildUpSmokeChina
10975        ParticleSysBone  = Smoke03 BuildUpSmokeChina
10976        ParticleSysBone  = Smoke04 BuildUpSmokeChina
10977        ParticleSysBone  = Smoke05 BuildUpSmokeChina
10978      End
10979      ConditionState     = SNOW PARTIALLY_CONSTRUCTED
10980        Model            = NBWarFact_A6S
10981        Animation        = NBWarFact_A6S.NBWarFact_A6S
10982        AnimationMode    = MANUAL
10983        Flags            = START_FRAME_LAST
10984        TransitionKey    = UP_SNOW
10985        ParticleSysBone  = Dust01 BuildingSnowDust
10986        ParticleSysBone  = Smoke01 BuildUpSnowSmoke
10987        ParticleSysBone  = Smoke02 BuildUpSnowSmoke
10988        ParticleSysBone  = Smoke03 BuildUpSnowSmoke
10989        ParticleSysBone  = Smoke04 BuildUpSnowSmoke
10990        ParticleSysBone  = Smoke05 BuildUpSnowSmoke
10991      End
10992      ConditionState     = SNOW NIGHT PARTIALLY_CONSTRUCTED
10993        Model            = NBWarFact_A6SN
10994        Animation        = NBWarFact_A6SN.NBWarFact_A6SN
10995        AnimationMode    = MANUAL
10996        Flags            = START_FRAME_LAST
10997        TransitionKey    = UP_SNOWNIGHT
10998        ParticleSysBone  = Dust01 BuildingNightSnowDust
10999        ParticleSysBone  = Smoke01 BuildUpNightSnowSmoke
11000        ParticleSysBone  = Smoke02 BuildUpNightSnowSmoke
11001        ParticleSysBone  = Smoke03 BuildUpNightSnowSmoke
11002        ParticleSysBone  = Smoke04 BuildUpNightSnowSmoke
11003        ParticleSysBone  = Smoke05 BuildUpNightSnowSmoke
11004      End
11005      TransitionState    = DOWN_DEFAULT UP_DAY
11006       Model             = NBWarFact_A6
11007        Animation        = NBWarFact_A6.NBWarFact_A6
11008        AnimationMode    = ONCE
11009        AnimationSpeedFactorRange = 1.0 1.0
11010        Flags            = START_FRAME_FIRST
11011      End
11012      TransitionState    = DOWN_DEFAULT UP_NIGHT
11013       Model             = NBWarFact_A6N
11014        Animation        = NBWarFact_A6N.NBWarFact_A6N
11015        AnimationMode    = ONCE
11016        AnimationSpeedFactorRange = 1.0 1.0
11017        Flags            = START_FRAME_FIRST
11018      End
11019      TransitionState    = DOWN_DEFAULT UP_SNOW
11020       Model             = NBWarFact_A6S
11021        Animation        = NBWarFact_A6S.NBWarFact_A6S
11022        AnimationMode    = ONCE
11023        AnimationSpeedFactorRange = 1.0 1.0
11024        Flags            = START_FRAME_FIRST
11025      End
11026      TransitionState    = DOWN_DEFAULT UP_SNOWNIGHT
11027       Model             = NBWarFact_A6SN
11028        Animation        = NBWarFact_A6SN.NBWarFact_A6SN
11029        AnimationMode    = ONCE
11030        AnimationSpeedFactorRange = 1.0 1.0
11031        Flags            = START_FRAME_FIRST
11032      End
11033      TransitionState    = UP_DAY DOWN_DEFAULT
11034        Model            = NBWarFact_A6
11035        Animation        = NBWarFact_A6.NBWarFact_A6
11036        AnimationMode    = ONCE_BACKWARDS
11037        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11038        Flags            = START_FRAME_LAST
11039      End
11040      TransitionState    = UP_NIGHT DOWN_DEFAULT
11041        Model            = NBWarFact_A6N
11042        Animation        = NBWarFact_A6N.NBWarFact_A6N
11043        AnimationMode    = ONCE_BACKWARDS
11044        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11045        Flags            = START_FRAME_LAST
11046      End
11047      TransitionState    = UP_SNOW DOWN_DEFAULT
11048        Model            = NBWarFact_A6S
11049        Animation        = NBWarFact_A6S.NBWarFact_A6S
11050        AnimationMode    = ONCE_BACKWARDS
11051        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11052        Flags            = START_FRAME_LAST
11053      End
11054      TransitionState    = UP_SNOWNIGHT DOWN_DEFAULT
11055        Model            = NBWarFact_A6SN
11056        Animation        = NBWarFact_A6SN.NBWarFact_A6SN
11057        AnimationMode    = ONCE_BACKWARDS
11058        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11059        Flags            = START_FRAME_LAST
11060      End
11061    End
11062  
11063    ; ------------------ the construction conveyor belt ------------
11064    Draw = W3DModelDraw ModuleTag_05
11065      OkToChangeModelColor = Yes
11066      DefaultConditionState
11067        Model           = NBWarFact_A7
11068        Animation       = NBWarFact_A7.NBWarFact_A7
11069        AnimationMode   = LOOP
11070      ;  Flags           = START_FRAME_FIRST
11071      End
11072      AliasConditionState = NIGHT
11073      AliasConditionState = SNOW
11074      AliasConditionState = SNOW NIGHT
11075      AliasConditionState = NIGHT DAMAGED
11076      AliasConditionState = SNOW DAMAGED
11077      AliasConditionState = SNOW NIGHT DAMAGED
11078      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
11079      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
11080      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
11081      
11082      ConditionState    = ACTIVELY_CONSTRUCTING
11083        Model           = NBWarFact_A7
11084        Animation       = NBWarFact_A7.NBWarFact_A7
11085        AnimationMode   = LOOP
11086      ;  Flags           = START_FRAME_FIRST
11087      End
11088      AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING
11089      AliasConditionState = SNOW ACTIVELY_CONSTRUCTING
11090      AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING
11091      AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING
11092      AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING
11093      AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING
11094      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
11095      AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
11096      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
11097  
11098      ;**************************************************************************************************************************
11099      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
11100      ;for this draw module
11101      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11102        Model              = NBWarFact_A7
11103        Animation          = NBWarFact_A7.NBWarFact_A7
11104        AnimationMode      = LOOP
11105        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11106      End
11107      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
11108      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
11109      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
11110      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
11111      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
11112      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
11113      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
11114      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
11115      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
11116      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
11117      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
11118      
11119      ConditionState       = AWAITING_CONSTRUCTION 
11120        Model              = NONE
11121      End
11122      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
11123      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
11124      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
11125      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
11126      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
11127      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
11128      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
11129      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
11130      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
11131      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
11132      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
11133      AliasConditionState  = SOLD DAMAGED
11134      AliasConditionState  = SOLD REALLYDAMAGED
11135      AliasConditionState  = SOLD NIGHT
11136      AliasConditionState  = SOLD NIGHT DAMAGED
11137      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
11138      AliasConditionState  = SOLD SNOW
11139      AliasConditionState  = SOLD SNOW DAMAGED
11140      AliasConditionState  = SOLD SNOW REALLYDAMAGED
11141      AliasConditionState  = SOLD NIGHT SNOW
11142      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
11143      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
11144      ;**************************************************************************************************************************
11145    End
11146  
11147    ; ----------------- the factory door -------------------
11148    Draw = W3DModelDraw ModuleTag_06
11149      DefaultConditionState
11150        Model           = NBWarFact_A8
11151        Animation       = NBWarFact_A8.NBWarFact_A8
11152        AnimationMode   = MANUAL
11153        Flags           = START_FRAME_FIRST
11154      End
11155      AliasConditionState = NIGHT 
11156      AliasConditionState = SNOW
11157      AliasConditionState = NIGHT SNOW
11158  
11159      ConditionState    = DAMAGED
11160        Model           = NBWarFact_A8D
11161        Animation       = NBWarFact_A8D.NBWarFact_A8D
11162        AnimationMode   = MANUAL
11163        Flags           = START_FRAME_FIRST
11164      End
11165      AliasConditionState = NIGHT DAMAGED
11166      AliasConditionState = SNOW DAMAGED
11167      AliasConditionState = NIGHT SNOW DAMAGED
11168  
11169      ConditionState    = REALLYDAMAGED RUBBLE
11170        Model           = NBWarFact_A8E
11171        Animation       = NBWarFact_A8E.NBWarFact_A8E
11172        AnimationMode   = MANUAL
11173        Flags           = START_FRAME_FIRST
11174      End
11175      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
11176      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
11177      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
11178      
11179      ConditionState    = DOOR_1_OPENING
11180        Model           = NBWarFact_A8
11181        Animation       = NBWarFact_A8.NBWarFact_A8
11182        AnimationMode   = ONCE
11183        Flags           = START_FRAME_FIRST
11184      End  
11185      AliasConditionState = NIGHT DOOR_1_OPENING
11186      AliasConditionState = SNOW DOOR_1_OPENING
11187      AliasConditionState = NIGHT SNOW DOOR_1_OPENING
11188       
11189  
11190      ConditionState    = DOOR_1_OPENING DAMAGED
11191        Model           = NBWarFact_A8D
11192        Animation       = NBWarFact_A8D.NBWarFact_A8D
11193        AnimationMode   = ONCE
11194        Flags           = START_FRAME_FIRST
11195     End   
11196     AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
11197     AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
11198     AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
11199  
11200      ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
11201        Model           = NBWarFact_A8E
11202        Animation       = NBWarFact_A8E.NBWarFact_A8E
11203        AnimationMode   = ONCE
11204        Flags           = START_FRAME_FIRST
11205      End
11206      AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
11207      AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
11208      AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
11209  
11210      ConditionState    = DOOR_1_CLOSING
11211        Model           = NBWarFact_A8
11212        Animation       = NBWarFact_A8.NBWarFact_A8
11213        AnimationMode   = ONCE_BACKWARDS
11214        Flags           = START_FRAME_LAST
11215      End   
11216      AliasConditionState = NIGHT DOOR_1_CLOSING
11217      AliasConditionState = SNOW DOOR_1_CLOSING
11218      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
11219      
11220  
11221      ConditionState    = DOOR_1_CLOSING DAMAGED
11222        Model           = NBWarFact_A8D
11223        Animation       = NBWarFact_A8D.NBWarFact_A8D
11224        AnimationMode   = ONCE_BACKWARDS
11225        Flags           = START_FRAME_LAST
11226      End   
11227      AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
11228      AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
11229      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
11230  
11231      ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
11232        Model           = NBWarFact_A8E
11233        Animation       = NBWarFact_A8E.NBWarFact_A8E
11234        AnimationMode   = ONCE_BACKWARDS
11235        Flags           = START_FRAME_LAST
11236      End   
11237      AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
11238      AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
11239      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
11240  
11241      ConditionState    = DOOR_1_WAITING_OPEN
11242        Model           = NBWarFact_A8
11243        Animation       = NBWarFact_A8.NBWarFact_A8
11244        AnimationMode   = MANUAL
11245        Flags           = START_FRAME_LAST
11246      End  
11247      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
11248      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
11249      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
11250       
11251  
11252      ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
11253        Model           = NBWarFact_A8D
11254        Animation       = NBWarFact_A8D.NBWarFact_A8D
11255        AnimationMode   = MANUAL
11256        Flags           = START_FRAME_LAST
11257      End   
11258      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
11259      AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
11260      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
11261  
11262      ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
11263        Model           = NBWarFact_A8E
11264        Animation       = NBWarFact_A8E.NBWarFact_A8E
11265        AnimationMode   = MANUAL
11266        Flags           = START_FRAME_LAST
11267      End   
11268      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
11269      AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
11270      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
11271      
11272      
11273      ;**************************************************************************************************************************
11274      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
11275      ;for this draw module
11276      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11277        Model              = NBWarFact_A8
11278        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11279      End
11280      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
11281      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
11282      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
11283      
11284      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
11285        Model              = NBWarFact_A8D
11286        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11287      End
11288      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
11289      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
11290      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
11291      
11292      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
11293        Model              = NBWarFact_A8E
11294        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11295      End
11296      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
11297      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
11298      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
11299  
11300      
11301      
11302      ConditionState       = AWAITING_CONSTRUCTION 
11303        Model              = NONE
11304      End
11305      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
11306      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
11307      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
11308      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
11309      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
11310      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
11311      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
11312      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
11313      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
11314      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
11315      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
11316      AliasConditionState  = SOLD 
11317      AliasConditionState  = SOLD DAMAGED
11318      AliasConditionState  = SOLD REALLYDAMAGED
11319      AliasConditionState  = SOLD NIGHT
11320      AliasConditionState  = SOLD NIGHT DAMAGED
11321      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
11322      AliasConditionState  = SOLD SNOW
11323      AliasConditionState  = SOLD SNOW DAMAGED
11324      AliasConditionState  = SOLD SNOW REALLYDAMAGED
11325      AliasConditionState  = SOLD NIGHT SNOW
11326      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
11327      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
11328      ;**************************************************************************************************************************
11329      
11330      
11331    End
11332  
11333    ; ------------ being-constructed crane -----------------
11334    Draw = W3DModelDraw ModuleTag_07
11335    AnimationsRequirePower = No
11336      DefaultConditionState
11337        Model           = None
11338        TransitionKey   = DOWN_DEFAULT
11339      End
11340      ConditionState    = NIGHT
11341        Model           = None
11342        TransitionKey   = DOWN_DEFAULT
11343      End
11344      ConditionState    = SNOW
11345        Model           = None
11346        TransitionKey   = DOWN_DEFAULT
11347      End
11348      ConditionState    = SNOW NIGHT
11349        Model           = None
11350        TransitionKey   = DOWN_DEFAULT
11351      End
11352      ConditionState    = SOLD
11353        Model           = NONE
11354      End
11355  
11356      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
11357        Model           = NBWarFact_A5
11358        Animation       = NBWarFact_A5.NBWarFact_A5
11359        AnimationMode   = LOOP
11360        TransitionKey  = UP_DAY
11361      End
11362  
11363      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
11364        Model           = NBWarFact_A5N
11365        Animation       = NBWarFact_A5N.NBWarFact_A5N
11366        AnimationMode   = LOOP
11367        TransitionKey  = UP_NIGHT
11368      End
11369  
11370      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
11371        Model           = NBWarFact_A5S
11372        Animation       = NBWarFact_A5S.NBWarFact_A5S
11373        AnimationMode   = LOOP
11374        TransitionKey  = UP_SNOW
11375      End
11376      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
11377        Model           = NBWarFact_A5SN
11378        Animation       = NBWarFact_A5SN.NBWarFact_A5SN
11379        AnimationMode   = LOOP
11380        TransitionKey  = UP_SNOWNIGHT
11381      End
11382      TransitionState   = DOWN_DEFAULT UP_DAY
11383        Model            = NBWarFact_AB
11384        Animation       = NBWarFact_AB.NBWarFact_AB
11385        AnimationMode   = ONCE
11386        AnimationSpeedFactorRange = 1.0 1.0
11387        Flags           = START_FRAME_FIRST
11388      End
11389  
11390      TransitionState   = DOWN_DEFAULT UP_NIGHT
11391        Model            = NBWarFact_ABN
11392        Animation       = NBWarFact_ABN.NBWarFact_ABN
11393        AnimationMode   = ONCE
11394        AnimationSpeedFactorRange = 1.0 1.0
11395        Flags           = START_FRAME_FIRST
11396      End
11397      TransitionState   = DOWN_DEFAULT UP_SNOW
11398        Model            = NBWarFact_ABS
11399        Animation       = NBWarFact_ABS.NBWarFact_ABS
11400        AnimationMode   = ONCE
11401        AnimationSpeedFactorRange = 1.0 1.0
11402        Flags           = START_FRAME_FIRST
11403      End
11404      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
11405        Model            = NBWarFact_ABSN
11406        Animation       = NBWarFact_ABSN.NBWarFact_ABSN
11407        AnimationMode   = ONCE
11408        AnimationSpeedFactorRange = 1.0 1.0
11409        Flags           = START_FRAME_FIRST
11410      End
11411      TransitionState   = UP_DAY DOWN_DEFAULT
11412        Model            = NBWarFact_AB
11413        Animation       = NBWarFact_AB.NBWarFact_AB
11414        AnimationMode   = ONCE_BACKWARDS
11415        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11416        Flags           = START_FRAME_LAST
11417      End
11418      TransitionState   = UP_NIGHT DOWN_DEFAULT
11419        Model            = NBWarFact_ABN
11420        Animation       = NBWarFact_ABN.NBWarFact_ABN
11421        AnimationMode   = ONCE_BACKWARDS
11422        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11423        Flags           = START_FRAME_LAST
11424      End
11425      TransitionState   = UP_SNOW DOWN_DEFAULT
11426        Model            = NBWarFact_ABS
11427        Animation       = NBWarFact_ABS.NBWarFact_ABS
11428        AnimationMode   = ONCE_BACKWARDS
11429        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11430        Flags           = START_FRAME_LAST
11431      End
11432      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
11433        Model            = NBWarFact_ABSN
11434        Animation       = NBWarFact_ABSN.NBWarFact_ABSN
11435        AnimationMode   = ONCE_BACKWARDS
11436        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11437        Flags           = START_FRAME_LAST
11438      End
11439    End
11440  
11441    PlacementViewAngle = -135
11442  
11443    ; ***DESIGN parameters ***
11444    DisplayName      = OBJECT:WarFactory
11445    Side             = ChinaTankGeneral
11446    EditorSorting    = STRUCTURE
11447    Prerequisites
11448      Object = Tank_ChinaSupplyCenter
11449    End
11450    BuildCost        = 2000
11451    BuildTime        = 15.0           ; in seconds
11452    EnergyProduction = -1
11453    CommandSet       = Tank_ChinaWarFactoryCommandSet
11454    VisionRange      = 200.0           ; Shroud clearing distance
11455    ShroudClearingRange = 200
11456    ArmorSet
11457      Conditions      = None
11458      Armor           = StructureArmor
11459      DamageFX        = StructureDamageFXNoShake
11460    End
11461    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
11462  
11463    ; *** AUDIO Parameters ***
11464    VoiceSelect = WarFactoryChinaSelect
11465    SoundOnDamaged        = BuildingDamagedStateLight
11466    SoundOnReallyDamaged  = BuildingDestroy
11467  
11468    UnitSpecificSounds
11469      UnderConstruction     = UnderConstructionLoop
11470    End
11471  
11472    ; *** ENGINEERING Parameters ***
11473    RadarPriority   = STRUCTURE
11474    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY
11475    Body            = StructureBody ModuleTag_08
11476      MaxHealth       = 2000.0
11477      InitialHealth   = 2000.0
11478  
11479      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
11480      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
11481      SubdualDamageCap = 2200
11482      SubdualDamageHealRate = 500
11483      SubdualDamageHealAmount = 100
11484    End
11485  
11486    Behavior = DestroyDie ModuleTag_09
11487      ;nothing
11488    End
11489    Behavior             = CreateObjectDie ModuleTag_10
11490      CreationList  = OCL_LargeStructureDebris
11491    End
11492    Behavior             = FXListDie ModuleTag_11
11493      DeathFX       = FX_StructureMediumDeath
11494    End
11495  
11496    Behavior = ProductionUpdate ModuleTag_12
11497      NumDoorAnimations            = 1
11498      DoorOpeningTime              = 4000  ;in mSeconds
11499      DoorWaitOpenTime             = 2000  ;in mSeconds
11500      DoorCloseTime                = 5000  ;in mSeconds
11501      ConstructionCompleteDuration = 1500  ;in mSeconds
11502    End
11503    Behavior = DefaultProductionExitUpdate ModuleTag_13
11504      UnitCreatePoint   = X:  0.0  Y:-27.0   Z:0.0
11505      NaturalRallyPoint = X: 57.0  Y:-27.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
11506    End
11507    Behavior = RepairDockUpdate ModuleTag_14
11508      TimeForFullHeal   = 5000   ;(in milliseconds)     
11509      NumberApproachPositions = 5
11510    End
11511  
11512    Behavior = FlammableUpdate ModuleTag_16
11513      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
11514      AflameDamageAmount = 5       ; taking this much damage...
11515      AflameDamageDelay = 500       ; this often.
11516    End
11517  
11518    Behavior = GenerateMinefieldBehavior     ModuleTag_22
11519      TriggeredBy           = Upgrade_ChinaMines
11520      MineName              = ChinaStandardMine
11521      SmartBorder           = Yes
11522      AlwaysCircular        = Yes
11523  
11524      Upgradable            = Yes
11525      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
11526      UpgradedMineName      = ChinaEMPMine
11527    End
11528  
11529    Behavior = TransitionDamageFX ModuleTag_23
11530      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
11531      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
11532      ;---------------------------------------------------------------------------------------
11533      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
11534      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
11535      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
11536    End
11537  
11538    Behavior = CommandSetUpgrade ModuleTag_25
11539      CommandSet = Tank_ChinaWarFactoryCommandSetUpgrade
11540      TriggeredBy = Upgrade_ChinaMines
11541    End
11542    Behavior = ArmorUpgrade ModuleTag_26
11543      TriggeredBy = Upgrade_ChinaEMPMines
11544    End
11545  
11546    Geometry            = BOX
11547    GeometryMajorRadius = 57.0
11548    GeometryMinorRadius = 61.0
11549    GeometryHeight      = 30.0
11550    GeometryIsSmall     = No
11551    FactoryExitWidth    = 25 
11552    Shadow          = SHADOW_VOLUME
11553    BuildCompletion = PLACED_BY_PLAYER
11554  
11555  End
11556  
11557  
11558  
11559  
11560  
11561  ;------------------------------------------------------------------------------
11562  Object Tank_ChinaBunker
11563  
11564    ; *** ART Parameters ***
11565    SelectPortrait         = SNBunker_L
11566    ButtonImage            = SNBunker
11567    Draw                   = W3DModelDraw ModuleTag_01
11568      OkToChangeModelColor = Yes
11569     
11570     
11571      ;day
11572      ConditionState       = NONE
11573        Model              = NBBunker
11574      End
11575      ConditionState       = DAMAGED
11576        Model              = NBBunker_D
11577          ParticleSysBone      = Fire01  SmolderingFire
11578          ParticleSysBone      = Smoke01 SmolderingSmoke
11579          ParticleSysBone      = Fire01  SmolderingFlameCore
11580          ParticleSysBone      = Fire02  SmolderingFire
11581          ParticleSysBone      = Smoke02 SmolderingSmoke
11582          ParticleSysBone      = Fire02  SmolderingFlameCore
11583      End
11584      ConditionState       = REALLYDAMAGED RUBBLE
11585        Model              = NBBunker_E
11586        ParticleSysBone        = Fire01 SmolderingFire
11587        ParticleSysBone        = Fire01 SmolderingFlameCore
11588        ParticleSysBone        = Fire02 SmolderingFire
11589        ParticleSysBone        = Fire02 SmolderingFlameCore
11590        ParticleSysBone        = Fire03 SmolderingFire
11591        ParticleSysBone        = Fire03 SmolderingFlameCore
11592        ParticleSysBone        = Fire04 SmolderingFire
11593        ParticleSysBone        = Fire04 SmolderingFlameCore
11594        ParticleSysBone        = Fire05 SmolderingFire
11595        ParticleSysBone        = Fire05 SmolderingFlameCore
11596        ParticleSysBone        = Smoke01  SmolderingSmoke
11597        ParticleSysBone        = Smoke02 SmolderingSmoke
11598        ParticleSysBone        = Smoke03 SmolderingSmoke
11599        ParticleSysBone        = Smoke04 SmolderingSmoke
11600        ParticleSysBone        = Smoke05 SmolderingSmoke
11601      End
11602      
11603      ConditionState       = GARRISONED
11604        Model              = NBBunker_G
11605      End
11606      ConditionState       = DAMAGED GARRISONED
11607        Model              = NBBunker_DG
11608          ParticleSysBone      = Fire01  SmolderingFire
11609          ParticleSysBone      = Smoke01 SmolderingSmoke
11610          ParticleSysBone      = Fire01  SmolderingFlameCore
11611          ParticleSysBone      = Fire02  SmolderingFire
11612          ParticleSysBone      = Smoke02 SmolderingSmoke
11613          ParticleSysBone      = Fire02  SmolderingFlameCore
11614      End
11615      ConditionState       = REALLYDAMAGED RUBBLE GARRISONED
11616        Model              = NBBunker_EG
11617        ParticleSysBone        = Fire01 SmolderingFire
11618        ParticleSysBone        = Fire01 SmolderingFlameCore
11619        ParticleSysBone        = Fire02 SmolderingFire
11620        ParticleSysBone        = Fire02 SmolderingFlameCore
11621        ParticleSysBone        = Fire03 SmolderingFire
11622        ParticleSysBone        = Fire03 SmolderingFlameCore
11623        ParticleSysBone        = Fire04 SmolderingFire
11624        ParticleSysBone        = Fire04 SmolderingFlameCore
11625        ParticleSysBone        = Fire05 SmolderingFire
11626        ParticleSysBone        = Fire05 SmolderingFlameCore
11627        ParticleSysBone        = Smoke01  SmolderingSmoke
11628        ParticleSysBone        = Smoke02 SmolderingSmoke
11629        ParticleSysBone        = Smoke03 SmolderingSmoke
11630        ParticleSysBone        = Smoke04 SmolderingSmoke
11631        ParticleSysBone        = Smoke05 SmolderingSmoke
11632      End
11633      
11634      
11635      
11636      ConditionState       = SNOW
11637        Model              = NBBunker_S
11638      End
11639      ConditionState       = DAMAGED SNOW
11640        Model              = NBBunker_DS
11641          ParticleSysBone      = Fire01  SmolderingFire
11642          ParticleSysBone      = Smoke01 SmolderingSmoke
11643          ParticleSysBone      = Fire01  SmolderingFlameCore
11644          ParticleSysBone      = Fire02  SmolderingFire
11645          ParticleSysBone      = Smoke02 SmolderingSmoke
11646          ParticleSysBone      = Fire02  SmolderingFlameCore
11647      End
11648      ConditionState       = REALLYDAMAGED RUBBLE SNOW
11649        Model              = NBBunker_ES
11650        ParticleSysBone        = Fire01 SmolderingFire
11651        ParticleSysBone        = Fire01 SmolderingFlameCore
11652        ParticleSysBone        = Fire02 SmolderingFire
11653        ParticleSysBone        = Fire02 SmolderingFlameCore
11654        ParticleSysBone        = Fire03 SmolderingFire
11655        ParticleSysBone        = Fire03 SmolderingFlameCore
11656        ParticleSysBone        = Fire04 SmolderingFire
11657        ParticleSysBone        = Fire04 SmolderingFlameCore
11658        ParticleSysBone        = Fire05 SmolderingFire
11659        ParticleSysBone        = Fire05 SmolderingFlameCore
11660        ParticleSysBone        = Smoke01  SmolderingSmoke
11661        ParticleSysBone        = Smoke02 SmolderingSmoke
11662        ParticleSysBone        = Smoke03 SmolderingSmoke
11663        ParticleSysBone        = Smoke04 SmolderingSmoke
11664        ParticleSysBone        = Smoke05 SmolderingSmoke
11665      End
11666      
11667      
11668      ConditionState       = SNOW GARRISONED
11669        Model              = NBBunker_SG
11670      End
11671      ConditionState       = DAMAGED SNOW GARRISONED
11672        Model              = NBBunker_DSG
11673          ParticleSysBone      = Fire01  SmolderingFire
11674          ParticleSysBone      = Smoke01 SmolderingSmoke
11675          ParticleSysBone      = Fire01  SmolderingFlameCore
11676          ParticleSysBone      = Fire02  SmolderingFire
11677          ParticleSysBone      = Smoke02 SmolderingSmoke
11678          ParticleSysBone      = Fire02  SmolderingFlameCore
11679      End
11680      ConditionState       = REALLYDAMAGED RUBBLE SNOW GARRISONED
11681        Model              = NBBunker_ESG
11682        ParticleSysBone        = Fire01 SmolderingFire
11683        ParticleSysBone        = Fire01 SmolderingFlameCore
11684        ParticleSysBone        = Fire02 SmolderingFire
11685        ParticleSysBone        = Fire02 SmolderingFlameCore
11686        ParticleSysBone        = Fire03 SmolderingFire
11687        ParticleSysBone        = Fire03 SmolderingFlameCore
11688        ParticleSysBone        = Fire04 SmolderingFire
11689        ParticleSysBone        = Fire04 SmolderingFlameCore
11690        ParticleSysBone        = Fire05 SmolderingFire
11691        ParticleSysBone        = Fire05 SmolderingFlameCore
11692        ParticleSysBone        = Smoke01  SmolderingSmoke
11693        ParticleSysBone        = Smoke02 SmolderingSmoke
11694        ParticleSysBone        = Smoke03 SmolderingSmoke
11695        ParticleSysBone        = Smoke04 SmolderingSmoke
11696        ParticleSysBone        = Smoke05 SmolderingSmoke
11697      End
11698      
11699  
11700  
11701  
11702     ;night
11703      ConditionState       = NIGHT
11704        Model              = NBBunker_N
11705      End
11706      ConditionState       = DAMAGED NIGHT
11707        Model              = NBBunker_DN
11708        ParticleSysBone        = Fire01  SmolderingFire
11709        ParticleSysBone        = Smoke01 SmolderingSmoke
11710        ParticleSysBone        = Fire01  SmolderingFlameCore
11711        ParticleSysBone        = Fire02  SmolderingFire
11712        ParticleSysBone        = Smoke02 SmolderingSmoke
11713        ParticleSysBone        = Fire02  SmolderingFlameCore
11714      End
11715      ConditionState       = REALLYDAMAGED RUBBLE NIGHT
11716        Model              = NBBunker_EN
11717        ParticleSysBone        = Fire01 SmolderingFire
11718        ParticleSysBone        = Fire01 SmolderingFlameCore
11719        ParticleSysBone        = Fire02 SmolderingFire
11720        ParticleSysBone        = Fire02 SmolderingFlameCore
11721        ParticleSysBone        = Fire03 SmolderingFire
11722        ParticleSysBone        = Fire03 SmolderingFlameCore
11723        ParticleSysBone        = Fire04 SmolderingFire
11724        ParticleSysBone        = Fire04 SmolderingFlameCore
11725        ParticleSysBone        = Fire05 SmolderingFire
11726        ParticleSysBone        = Fire05 SmolderingFlameCore
11727        ParticleSysBone        = Smoke01  SmolderingSmoke
11728        ParticleSysBone        = Smoke02 SmolderingSmoke
11729        ParticleSysBone        = Smoke03 SmolderingSmoke
11730        ParticleSysBone        = Smoke04 SmolderingSmoke
11731        ParticleSysBone        = Smoke05 SmolderingSmoke
11732      End
11733      
11734      ;night
11735      ConditionState       = NIGHT GARRISONED
11736        Model              = NBBunker_NG
11737      End
11738      ConditionState       = DAMAGED NIGHT GARRISONED
11739        Model              = NBBunker_DNG
11740        ParticleSysBone        = Fire01  SmolderingFire
11741        ParticleSysBone        = Smoke01 SmolderingSmoke
11742        ParticleSysBone        = Fire01  SmolderingFlameCore
11743        ParticleSysBone        = Fire02  SmolderingFire
11744        ParticleSysBone        = Smoke02 SmolderingSmoke
11745        ParticleSysBone        = Fire02  SmolderingFlameCore
11746      End
11747      ConditionState       = REALLYDAMAGED RUBBLE NIGHT GARRISONED
11748        Model              = NBBunker_ENG
11749        ParticleSysBone        = Fire01 SmolderingFire
11750        ParticleSysBone        = Fire01 SmolderingFlameCore
11751        ParticleSysBone        = Fire02 SmolderingFire
11752        ParticleSysBone        = Fire02 SmolderingFlameCore
11753        ParticleSysBone        = Fire03 SmolderingFire
11754        ParticleSysBone        = Fire03 SmolderingFlameCore
11755        ParticleSysBone        = Fire04 SmolderingFire
11756        ParticleSysBone        = Fire04 SmolderingFlameCore
11757        ParticleSysBone        = Fire05 SmolderingFire
11758        ParticleSysBone        = Fire05 SmolderingFlameCore
11759        ParticleSysBone        = Smoke01  SmolderingSmoke
11760        ParticleSysBone        = Smoke02 SmolderingSmoke
11761        ParticleSysBone        = Smoke03 SmolderingSmoke
11762        ParticleSysBone        = Smoke04 SmolderingSmoke
11763        ParticleSysBone        = Smoke05 SmolderingSmoke
11764      End
11765      
11766      
11767      
11768      
11769      ;night snow
11770      ConditionState       = NIGHT SNOW
11771        Model              = NBBunker_NS
11772      End
11773      ConditionState       = DAMAGED NIGHT SNOW
11774        Model              = NBBunker_DNS
11775        ParticleSysBone        = Fire01  SmolderingFire
11776        ParticleSysBone        = Smoke01 SmolderingSmoke
11777        ParticleSysBone        = Fire01  SmolderingFlameCore
11778        ParticleSysBone        = Fire02  SmolderingFire
11779        ParticleSysBone        = Smoke02 SmolderingSmoke
11780        ParticleSysBone        = Fire02  SmolderingFlameCore
11781      End
11782      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
11783        Model              = NBBunker_ENS
11784        ParticleSysBone        = Fire01 SmolderingFire
11785        ParticleSysBone        = Fire01 SmolderingFlameCore
11786        ParticleSysBone        = Fire02 SmolderingFire
11787        ParticleSysBone        = Fire02 SmolderingFlameCore
11788        ParticleSysBone        = Fire03 SmolderingFire
11789        ParticleSysBone        = Fire03 SmolderingFlameCore
11790        ParticleSysBone        = Fire04 SmolderingFire
11791        ParticleSysBone        = Fire04 SmolderingFlameCore
11792        ParticleSysBone        = Fire05 SmolderingFire
11793        ParticleSysBone        = Fire05 SmolderingFlameCore
11794        ParticleSysBone        = Smoke01  SmolderingSmoke
11795        ParticleSysBone        = Smoke02 SmolderingSmoke
11796        ParticleSysBone        = Smoke03 SmolderingSmoke
11797        ParticleSysBone        = Smoke04 SmolderingSmoke
11798        ParticleSysBone        = Smoke05 SmolderingSmoke
11799      End
11800      
11801      
11802         ;night snow
11803      ConditionState       = NIGHT SNOW GARRISONED
11804        Model              = NBBunker_NSG
11805      End
11806      ConditionState       = DAMAGED NIGHT SNOW GARRISONED
11807        Model              = NBBunker_DNSG
11808        ParticleSysBone        = Fire01  SmolderingFire
11809        ParticleSysBone        = Smoke01 SmolderingSmoke
11810        ParticleSysBone        = Fire01  SmolderingFlameCore
11811        ParticleSysBone        = Fire02  SmolderingFire
11812        ParticleSysBone        = Smoke02 SmolderingSmoke
11813        ParticleSysBone        = Fire02  SmolderingFlameCore
11814      End
11815      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED
11816        Model              = NBBunker_ENSG
11817        ParticleSysBone        = Fire01 SmolderingFire
11818        ParticleSysBone        = Fire01 SmolderingFlameCore
11819        ParticleSysBone        = Fire02 SmolderingFire
11820        ParticleSysBone        = Fire02 SmolderingFlameCore
11821        ParticleSysBone        = Fire03 SmolderingFire
11822        ParticleSysBone        = Fire03 SmolderingFlameCore
11823        ParticleSysBone        = Fire04 SmolderingFire
11824        ParticleSysBone        = Fire04 SmolderingFlameCore
11825        ParticleSysBone        = Fire05 SmolderingFire
11826        ParticleSysBone        = Fire05 SmolderingFlameCore
11827        ParticleSysBone        = Smoke01  SmolderingSmoke
11828        ParticleSysBone        = Smoke02 SmolderingSmoke
11829        ParticleSysBone        = Smoke03 SmolderingSmoke
11830        ParticleSysBone        = Smoke04 SmolderingSmoke
11831        ParticleSysBone        = Smoke05 SmolderingSmoke
11832      End
11833      
11834      
11835          ;**************************************************************************************************************************
11836      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
11837      ;for this draw module
11838      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11839        Model              = NBBunker
11840        ;Animation          = NBBunker.NBBunker
11841        ;AnimationMode      = LOOP
11842        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11843      End
11844      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
11845        Model              = NBBunker_D
11846        ;Animation          = NBBunker_D.NBBunker_D
11847        ;AnimationMode      = LOOP
11848        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11849      End
11850      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
11851        Model              = NBBunker_E
11852        ;Animation          = NBBunker_E.NBBunker_E
11853        ;AnimationMode      = LOOP
11854        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11855      End
11856      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
11857        Model              = NBBunker_N
11858        ;Animation          = NBBunker_N.NBBunker_N
11859        ;AnimationMode      = LOOP
11860        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11861      End
11862      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
11863        Model              = NBBunker_DN
11864        ;Animation          = NBBunker_DN.NBBunker_DN
11865        ;AnimationMode      = LOOP
11866        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11867      End
11868      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
11869        Model              = NBBunker_EN
11870        ;Animation          = NBBunker_EN.NBBunker_EN
11871        ;AnimationMode      = LOOP
11872        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11873      End
11874      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
11875        Model              = NBBunker_S
11876        ;Animation          = NBBunker_S.NBBunker_S
11877        ;AnimationMode      = LOOP
11878        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11879      End
11880      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
11881        Model              = NBBunker_DS
11882        ;Animation          = NBBunker_DS.NBBunker_DS
11883        ;AnimationMode      = LOOP
11884        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11885      End
11886      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
11887        Model              = NBBunker_ES
11888        ;Animation          = NBBunker_ES.NBBunker_ES
11889        ;AnimationMode      = LOOP
11890        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11891      End
11892      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
11893        Model              = NBBunker_NS
11894        ;Animation          = NBBunker_NS.NBBunker_NS
11895        ;AnimationMode      = LOOP
11896        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11897      End
11898      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
11899        Model              = NBBunker_DNS
11900        ;Animation          = NBBunker_DNS.NBBunker_DNS
11901        ;AnimationMode      = LOOP
11902        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11903      End
11904      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
11905        Model              = NBBunker_ENS
11906       ; Animation          = NBBunker_ENS.NBBunker_ENS
11907       ; AnimationMode      = LOOP
11908        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11909      End
11910  
11911      ConditionState       = AWAITING_CONSTRUCTION 
11912        Model              = NONE
11913      End
11914      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
11915      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
11916      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
11917      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
11918      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
11919      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
11920      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
11921      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
11922      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
11923      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
11924      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
11925      AliasConditionState  = SOLD 
11926      AliasConditionState  = SOLD DAMAGED
11927      AliasConditionState  = SOLD REALLYDAMAGED
11928      AliasConditionState  = SOLD NIGHT
11929      AliasConditionState  = SOLD NIGHT DAMAGED
11930      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
11931      AliasConditionState  = SOLD SNOW
11932      AliasConditionState  = SOLD SNOW DAMAGED
11933      AliasConditionState  = SOLD SNOW REALLYDAMAGED
11934      AliasConditionState  = SOLD NIGHT SNOW
11935      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
11936      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
11937      AliasConditionState  = SOLD GARRISONED
11938      AliasConditionState  = SOLD DAMAGED GARRISONED
11939      AliasConditionState  = SOLD REALLYDAMAGED GARRISONED
11940      AliasConditionState  = SOLD NIGHT GARRISONED
11941      AliasConditionState  = SOLD NIGHT DAMAGED GARRISONED
11942      AliasConditionState  = SOLD NIGHT REALLYDAMAGED GARRISONED
11943      AliasConditionState  = SOLD SNOW GARRISONED
11944      AliasConditionState  = SOLD SNOW DAMAGED GARRISONED
11945      AliasConditionState  = SOLD SNOW REALLYDAMAGED GARRISONED
11946      AliasConditionState  = SOLD NIGHT SNOW GARRISONED
11947      AliasConditionState  = SOLD NIGHT SNOW DAMAGED GARRISONED
11948      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED
11949      ;**************************************************************************************************************************
11950  
11951      
11952    End  
11953      
11954    ; ------------ construction-zone fence -----------------
11955    Draw = W3DModelDraw ModuleTag_02
11956    AnimationsRequirePower = No
11957      DefaultConditionState
11958        Model           = None
11959        TransitionKey   = DOWN_DEFAULT
11960      End
11961      ConditionState    = NIGHT
11962        Model           = None
11963        TransitionKey   = DOWN_DEFAULT
11964      End
11965      ConditionState    = SNOW
11966        Model           = None
11967        TransitionKey   = DOWN_DEFAULT
11968      End
11969      ConditionState    = SNOW NIGHT
11970        Model           = None
11971        TransitionKey   = DOWN_DEFAULT
11972      End
11973      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11974        Model           = NBBunker_A4
11975        Animation       = NBBunker_A4.NBBunker_A4
11976        AnimationMode   = MANUAL
11977        Flags           = START_FRAME_LAST
11978        TransitionKey   = UP_DAY
11979      End
11980      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11981        Model           = NBBunker_A4N
11982        Animation       = NBBunker_A4N.NBBunker_A4N
11983        AnimationMode   = MANUAL
11984        Flags           = START_FRAME_LAST
11985        TransitionKey   = UP_NIGHT
11986      End
11987      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11988        Model           = NBBunker_A4S
11989        Animation       = NBBunker_A4S.NBBunker_A4S
11990        AnimationMode   = MANUAL
11991        Flags           = START_FRAME_LAST
11992        TransitionKey   = UP_SNOW
11993      End
11994      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11995        Model           = NBBunker_A4SN
11996        Animation       = NBBunker_A4SN.NBBunker_A4SN
11997        AnimationMode   = MANUAL
11998        Flags           = START_FRAME_LAST
11999        TransitionKey   = UP_SNOWNIGHT
12000      End
12001      TransitionState   = DOWN_DEFAULT UP_DAY
12002        Model           = NBBunker_A4
12003        Animation       = NBBunker_A4.NBBunker_A4
12004        AnimationMode   = ONCE
12005        AnimationSpeedFactorRange = 1.0 1.0
12006        Flags           = START_FRAME_FIRST
12007      End
12008      TransitionState   = DOWN_DEFAULT UP_NIGHT
12009        Model           = NBBunker_A4N
12010        Animation       = NBBunker_A4N.NBBunker_A4N
12011        AnimationMode   = ONCE
12012        AnimationSpeedFactorRange = 1.0 1.0
12013        Flags           = START_FRAME_FIRST
12014      End
12015      TransitionState   = DOWN_DEFAULT UP_SNOW
12016        Model           = NBBunker_A4S
12017        Animation       = NBBunker_A4S.NBBunker_A4S
12018        AnimationMode   = ONCE
12019        AnimationSpeedFactorRange = 1.0 1.0
12020        Flags           = START_FRAME_FIRST
12021      End
12022      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
12023        Model           = NBBunker_A4SN
12024        Animation       = NBBunker_A4SN.NBBunker_A4SN
12025        AnimationMode   = ONCE
12026        AnimationSpeedFactorRange = 1.0 1.0
12027        Flags           = START_FRAME_FIRST
12028      End
12029      TransitionState   = UP_DAY DOWN_DEFAULT
12030        Model           = NBBunker_A4
12031        Animation       = NBBunker_A4.NBBunker_A4
12032        AnimationMode   = ONCE_BACKWARDS
12033        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12034        Flags           = START_FRAME_LAST
12035      End
12036      TransitionState   = UP_NIGHT DOWN_DEFAULT
12037        Model           = NBBunker_A4N
12038        Animation       = NBBunker_A4N.NBBunker_A4N
12039        AnimationMode   = ONCE_BACKWARDS
12040        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12041        Flags           = START_FRAME_LAST
12042      End
12043      TransitionState   = UP_SNOW DOWN_DEFAULT
12044        Model           = NBBunker_A4S
12045        Animation       = NBBunker_A4S.NBBunker_A4S
12046        AnimationMode   = ONCE_BACKWARDS
12047        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12048        Flags           = START_FRAME_LAST
12049      End
12050      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
12051        Model           = NBBunker_A4SN
12052        Animation       = NBBunker_A4SN.NBBunker_A4SN
12053        AnimationMode   = ONCE_BACKWARDS
12054        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12055        Flags           = START_FRAME_LAST
12056      End
12057    End
12058  
12059    ; ------------ under-construction scaffolding -----------------
12060    Draw = W3DModelDraw ModuleTag_03
12061    AnimationsRequirePower = No
12062      MinLODRequired = MEDIUM
12063      DefaultConditionState
12064        Model           = None
12065        TransitionKey   = DOWN_DEFAULT
12066      End
12067      ConditionState    = NIGHT
12068        Model           = None
12069        TransitionKey   = DOWN_DEFAULT
12070      End
12071      ConditionState    = SNOW
12072        Model           = None
12073        TransitionKey   = DOWN_DEFAULT
12074      End
12075      ConditionState    = SNOW NIGHT
12076        Model           = None
12077        TransitionKey   = DOWN_DEFAULT
12078      End
12079      ConditionState    = PARTIALLY_CONSTRUCTED
12080        Model           = NBBunker_A6
12081        Animation       = NBBunker_A6.NBBunker_A6
12082        AnimationMode   = MANUAL
12083        Flags           = START_FRAME_LAST
12084        TransitionKey   = UP_DAY
12085        ParticleSysBone = Smoke01 BuildUpSmokeChina
12086        ParticleSysBone = Smoke02 BuildUpSmokeChina
12087        ParticleSysBone = Smoke03 BuildUpSmokeChina
12088        ParticleSysBone = Smoke04 BuildUpSmokeChina
12089      End
12090      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
12091        Model           = NBBunker_A6N
12092        Animation       = NBBunker_A6N.NBBunker_A6N
12093        AnimationMode   = MANUAL
12094        Flags           = START_FRAME_LAST
12095        TransitionKey   = UP_NIGHT
12096        ParticleSysBone = Smoke01 BuildUpSmokeChina
12097        ParticleSysBone = Smoke02 BuildUpSmokeChina
12098        ParticleSysBone = Smoke03 BuildUpSmokeChina
12099        ParticleSysBone = Smoke04 BuildUpSmokeChina
12100      End
12101      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
12102        Model           = NBBunker_A6S
12103        Animation       = NBBunker_A6S.NBBunker_A6S
12104        AnimationMode   = MANUAL
12105        Flags           = START_FRAME_LAST
12106        TransitionKey   = UP_SNOW
12107        ParticleSysBone = Smoke01 BuildUpSnowSmoke
12108        ParticleSysBone = Smoke02 BuildUpSnowSmoke
12109        ParticleSysBone = Smoke03 BuildUpSnowSmoke
12110        ParticleSysBone = Smoke04 BuildUpSnowSmoke
12111      End
12112      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
12113        Model           = NBBunker_A6SN
12114        Animation       = NBBunker_A6SN.NBBunker_A6SN
12115        AnimationMode   = MANUAL
12116        Flags           = START_FRAME_LAST
12117        TransitionKey   = UP_SNOWNIGHT
12118        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
12119        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
12120        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
12121        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
12122      End
12123      TransitionState   = DOWN_DEFAULT UP_DAY
12124       Model            = NBBunker_A6
12125        Animation       = NBBunker_A6.NBBunker_A6
12126        AnimationMode   = ONCE
12127        AnimationSpeedFactorRange = 1.0 1.0
12128        Flags           = START_FRAME_FIRST
12129      End
12130      TransitionState   = DOWN_DEFAULT UP_NIGHT
12131       Model            = NBBunker_A6N
12132        Animation       = NBBunker_A6N.NBBunker_A6N
12133        AnimationMode   = ONCE
12134        AnimationSpeedFactorRange = 1.0 1.0
12135        Flags           = START_FRAME_FIRST
12136      End
12137      TransitionState   = DOWN_DEFAULT UP_SNOW
12138       Model            = NBBunker_A6S
12139        Animation       = NBBunker_A6S.NBBunker_A6S
12140        AnimationMode   = ONCE
12141        AnimationSpeedFactorRange = 1.0 1.0
12142        Flags           = START_FRAME_FIRST
12143      End
12144      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
12145       Model            = NBBunker_A6SN
12146        Animation       = NBBunker_A6SN.NBBunker_A6SN
12147        AnimationMode   = ONCE
12148        AnimationSpeedFactorRange = 1.0 1.0
12149        Flags           = START_FRAME_FIRST
12150      End
12151      TransitionState   = UP_DAY DOWN_DEFAULT
12152        Model           = NBBunker_A6
12153        Animation       = NBBunker_A6.NBBunker_A6
12154        AnimationMode   = ONCE_BACKWARDS
12155        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12156        Flags           = START_FRAME_LAST
12157      End
12158      TransitionState   = UP_NIGHT DOWN_DEFAULT
12159        Model           = NBBunker_A6N
12160        Animation       = NBBunker_A6N.NBBunker_A6N
12161        AnimationMode   = ONCE_BACKWARDS
12162        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12163        Flags           = START_FRAME_LAST
12164      End
12165      TransitionState   = UP_SNOW DOWN_DEFAULT
12166        Model           = NBBunker_A6S
12167        Animation       = NBBunker_A6S.NBBunker_A6S
12168        AnimationMode   = ONCE_BACKWARDS
12169        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12170        Flags           = START_FRAME_LAST
12171      End
12172      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
12173        Model           = NBBunker_A6SN
12174        Animation       = NBBunker_A6SN.NBBunker_A6SN
12175        AnimationMode   = ONCE_BACKWARDS
12176        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12177        Flags           = START_FRAME_LAST
12178      End
12179    End
12180  
12181    ; ------------ being-constructed crane -----------------
12182    Draw = W3DModelDraw ModuleTag_04
12183    AnimationsRequirePower = No
12184      DefaultConditionState
12185        Model           = None
12186        TransitionKey   = DOWN_DEFAULT
12187      End
12188      ConditionState    = NIGHT
12189        Model           = None
12190        TransitionKey   = DOWN_DEFAULT
12191      End
12192      ConditionState    = SNOW
12193        Model           = None
12194        TransitionKey   = DOWN_DEFAULT
12195      End
12196      ConditionState    = SNOW NIGHT
12197        Model           = None
12198        TransitionKey   = DOWN_DEFAULT
12199      End
12200      ConditionState    = SOLD
12201        Model           = NONE
12202      End
12203  
12204      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
12205        Model           = NBBunker_A5
12206        Animation       = NBBunker_A5.NBBunker_A5
12207        AnimationMode   = LOOP
12208        TransitionKey  = UP_DAY
12209      End
12210  
12211      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
12212        Model           = NBBunker_A5N
12213        Animation       = NBBunker_A5N.NBBunker_A5N
12214        AnimationMode   = LOOP
12215        TransitionKey  = UP_NIGHT
12216      End
12217      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
12218        Model           = NBBunker_A5S
12219        Animation       = NBBunker_A5S.NBBunker_A5S
12220        AnimationMode   = LOOP
12221        TransitionKey  = UP_SNOW
12222      End
12223      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
12224        Model           = NBBunker_A5SN
12225        Animation       = NBBunker_A5SN.NBBunker_A5SN
12226        AnimationMode   = LOOP
12227        TransitionKey  = UP_SNOWNIGHT
12228      End
12229      TransitionState   = DOWN_DEFAULT UP_DAY
12230        Model            = NBBunker_AB
12231        Animation       = NBBunker_AB.NBBunker_AB
12232        AnimationMode   = ONCE
12233        AnimationSpeedFactorRange = 1.0 1.0
12234        Flags           = START_FRAME_FIRST
12235      End
12236  
12237      TransitionState   = DOWN_DEFAULT UP_NIGHT
12238        Model            = NBBunker_ABN
12239        Animation       = NBBunker_ABN.NBBunker_ABN
12240        AnimationMode   = ONCE
12241        AnimationSpeedFactorRange = 1.0 1.0
12242        Flags           = START_FRAME_FIRST
12243      End
12244      TransitionState   = DOWN_DEFAULT UP_SNOW
12245        Model            = NBBunker_ABS
12246        Animation       = NBBunker_ABS.NBBunker_ABS
12247        AnimationMode   = ONCE
12248        AnimationSpeedFactorRange = 1.0 1.0
12249        Flags           = START_FRAME_FIRST
12250      End
12251      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
12252        Model            = NBBunker_ABSN
12253        Animation       = NBBunker_ABSN.NBBunker_ABSN
12254        AnimationMode   = ONCE
12255        AnimationSpeedFactorRange = 1.0 1.0
12256        Flags           = START_FRAME_FIRST
12257      End
12258      TransitionState   = UP_DAY DOWN_DEFAULT
12259        Model            = NBBunker_AB
12260        Animation       = NBBunker_AB.NBBunker_AB
12261        AnimationMode   = ONCE_BACKWARDS
12262        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12263        Flags           = START_FRAME_LAST
12264      End
12265      TransitionState   = UP_NIGHT DOWN_DEFAULT
12266        Model            = NBBunker_ABN
12267        Animation       = NBBunker_ABN.NBBunker_ABN
12268        AnimationMode   = ONCE_BACKWARDS
12269        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12270        Flags           = START_FRAME_LAST
12271      End
12272      TransitionState   = UP_SNOW DOWN_DEFAULT
12273        Model            = NBBunker_ABS
12274        Animation       = NBBunker_ABS.NBBunker_ABS
12275        AnimationMode   = ONCE_BACKWARDS
12276        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12277        Flags           = START_FRAME_LAST
12278      End
12279      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
12280        Model            = NBBunker_ABSN
12281        Animation       = NBBunker_ABSN.NBBunker_ABSN
12282        AnimationMode   = ONCE_BACKWARDS
12283        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12284        Flags           = START_FRAME_LAST
12285      End
12286    End
12287    
12288    PlacementViewAngle     = -135
12289  
12290    ; ***DESIGN parameters ***
12291    DisplayName      = OBJECT:Bunker
12292    Side = ChinaTankGeneral
12293    EditorSorting     = STRUCTURE
12294    Prerequisites
12295      Object = Tank_ChinaBarracks
12296    End
12297    BuildCost         = 400
12298    BuildTime         = 5.0           ; in seconds
12299    EnergyProduction  = 0
12300    VisionRange       = 300.0         ; Shroud clearing distance
12301    ShroudClearingRange = 200
12302    ArmorSet
12303      Conditions      = None
12304      Armor           = StructureArmor
12305      DamageFX        = StructureDamageFXNoShake
12306    End
12307    CommandSet       = ChinaBunkerCommandSet
12308  
12309    ; *** AUDIO Parameters ***
12310    VoiceSelect       = BunkerSelect
12311    SoundOnDamaged        = BuildingDamagedStateLight
12312    SoundOnReallyDamaged  = BuildingDestroy
12313  
12314    UnitSpecificSounds
12315      UnderConstruction     = UnderConstructionLoop
12316    End
12317  
12318    ; *** ENGINEERING Parameters ***
12319    KindOf            = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE
12320    Body              = StructureBody ModuleTag_05
12321      MaxHealth       = 1000.0
12322      InitialHealth   = 1000.0
12323  
12324      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
12325      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
12326      SubdualDamageCap = 1200
12327      SubdualDamageHealRate = 500
12328      SubdualDamageHealAmount = 100
12329    End
12330  ;  Behavior               = FXListDie ModuleTag_07
12331  ;    DeathFX         = FX_SmallStructureDeath
12332  ;  End
12333  
12334    ExperienceValue     = 20 20 20 20  ; Experience point value at each level
12335  
12336    Behavior = GarrisonContain ModuleTag_08
12337      ContainMax                    = 5
12338      EnterSound                    = GarrisonEnter
12339      ExitSound                     = GarrisonExit
12340      ImmuneToClearBuildingAttacks  = Yes
12341    End
12342  
12343    Behavior = GenerateMinefieldBehavior     ModuleTag_09
12344      TriggeredBy           = Upgrade_ChinaMines
12345      MineName              = ChinaStandardMine
12346      SmartBorder           = Yes
12347      AlwaysCircular        = Yes
12348  
12349      Upgradable            = Yes
12350      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
12351      UpgradedMineName      = ChinaEMPMine
12352    End
12353  
12354    Behavior = ProductionUpdate ModuleTag_10
12355      ; nothing, but is required if we have any Object-level Upgrades!
12356    End
12357  
12358    Behavior = FlammableUpdate ModuleTag_12
12359      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12360      AflameDamageAmount = 5       ; taking this much damage...
12361      AflameDamageDelay = 500       ; this often.
12362    End
12363    
12364    Behavior             = CreateObjectDie ModuleTag_13
12365      CreationList  = OCL_LargeStructureDebris
12366    End
12367    Behavior             = FXListDie ModuleTag_14
12368      DeathFX       = FX_StructureSmallDeath
12369    End
12370    Behavior = DestroyDie ModuleTag_06
12371      ;nothing
12372    End
12373  
12374    Behavior = TransitionDamageFX ModuleTag_15
12375      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
12376      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
12377      ;---------------------------------------------------------------------------------------
12378      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
12379      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
12380      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
12381    End
12382    
12383    Behavior = CommandSetUpgrade ModuleTag_25
12384      CommandSet = ChinaBunkerCommandSetUpgrade
12385      TriggeredBy = Upgrade_ChinaMines
12386    End
12387    Behavior = ArmorUpgrade ModuleTag_26
12388      TriggeredBy = Upgrade_ChinaEMPMines
12389    End
12390  
12391    Geometry            = BOX
12392    GeometryMajorRadius = 16.0
12393    GeometryMinorRadius = 16.0
12394    GeometryHeight      = 20.0
12395    GeometryIsSmall     = No
12396    Shadow              = SHADOW_VOLUME
12397    BuildCompletion     = PLACED_BY_PLAYER
12398  
12399  End
12400  
12401  ;------------------------------------------------------------------------------
12402  Object Tank_ChinaPropagandaCenter
12403  
12404    ; *** ART Parameters ***
12405    SelectPortrait         = SNPropCentr_L
12406    ButtonImage            = SNPropCentr
12407    Draw                   = W3DModelDraw ModuleTag_01
12408      OkToChangeModelColor = Yes
12409      ;day
12410      ConditionState       = NONE
12411        Model              = NBPCenter
12412        Animation          = NBPCenter.NBPCenter
12413        AnimationMode      = LOOP
12414      End
12415      ConditionState       = DAMAGED
12416        Model              = NBPCenter_D
12417        Animation          = NBPCenter_D.NBPCenter_D
12418        AnimationMode      = LOOP
12419        ParticleSysBone    = Smoke01 SmolderingSmoke
12420        ParticleSysBone    = Smoke02 SmolderingSmoke
12421        ParticleSysBone    = Smoke03 SmolderingSmoke
12422        ParticleSysBone    = Fire01 SmolderingFire
12423      End
12424      ConditionState       = REALLYDAMAGED RUBBLE
12425        Model              = NBPCenter_E
12426        Animation          = NBPCenter_E.NBPCenter_E
12427        AnimationMode      = LOOP
12428        ParticleSysBone    = Smoke01 SmolderingSmoke
12429        ParticleSysBone    = Smoke02 SmolderingSmoke
12430  ;      ParticleSysBone    = Smoke03 SmolderingSmoke
12431        ParticleSysBone    = Smoke04 SmolderingSmoke
12432        ParticleSysBone    = Smoke05 SmolderingSmoke
12433        ParticleSysBone    = Smoke06 SmolderingSmoke
12434        ParticleSysBone    = Fire01 SmolderingFire
12435        ParticleSysBone    = Fire02 SmolderingFire
12436        ParticleSysBone    = Fire03 SmolderingFire
12437  ;     ParticleSysBone    = Spark01 
12438      End 
12439  
12440      ;night
12441      ConditionState       = NIGHT
12442        Model              = NBPCenter_N
12443        Animation          = NBPCenter_N.NBPCenter_N
12444        AnimationMode      = LOOP
12445      End
12446      ;damaged
12447      ConditionState       = DAMAGED NIGHT
12448        Model              = NBPCenter_DN
12449        Animation          = NBPCenter_DN.NBPCenter_DN
12450        AnimationMode      = LOOP
12451        ParticleSysBone    = Smoke01 SmolderingSmoke
12452        ParticleSysBone    = Smoke02 SmolderingSmoke
12453        ParticleSysBone    = Smoke03 SmolderingSmoke
12454        ParticleSysBone    = Fire01 SmolderingFire
12455      End
12456      ;reallydamaged
12457      ConditionState       = REALLYDAMAGED RUBBLE NIGHT
12458        Model              = NBPCenter_EN
12459        Animation          = NBPCenter_EN.NBPCenter_EN
12460        AnimationMode      = LOOP
12461        ParticleSysBone    = Smoke01 SmolderingSmoke
12462        ParticleSysBone    = Smoke02 SmolderingSmoke
12463  ;      ParticleSysBone    = Smoke03 SmolderingSmoke
12464        ParticleSysBone    = Smoke04 SmolderingSmoke
12465        ParticleSysBone    = Smoke05 SmolderingSmoke
12466        ParticleSysBone    = Smoke06 SmolderingSmoke
12467        ParticleSysBone    = Fire01 SmolderingFire
12468        ParticleSysBone    = Fire02 SmolderingFire
12469        ParticleSysBone    = Fire03 SmolderingFire
12470  ;      ParticleSysBone    = Spark01 
12471      End 
12472  
12473      ConditionState       = SNOW
12474        Model              = NBPCenter_S
12475        Animation          = NBPCenter_S.NBPCenter_S
12476        AnimationMode      = LOOP
12477      End
12478          ;damaged
12479      ConditionState       = DAMAGED SNOW
12480        Model              = NBPCenter_DS
12481        Animation          = NBPCenter_DS.NBPCenter_DS
12482        AnimationMode      = LOOP
12483        ParticleSysBone    = Smoke01 SmolderingSmoke
12484        ParticleSysBone    = Smoke02 SmolderingSmoke
12485        ParticleSysBone    = Smoke03 SmolderingSmoke
12486        ParticleSysBone    = Fire01 SmolderingFire
12487      End
12488      ;reallydamaged
12489      ConditionState       = REALLYDAMAGED RUBBLE SNOW
12490        Model              = NBPCenter_ES
12491        Animation          = NBPCenter_ES.NBPCenter_ES
12492        AnimationMode      = LOOP
12493        ParticleSysBone    = Smoke01 SmolderingSmoke
12494        ParticleSysBone    = Smoke02 SmolderingSmoke
12495  ;      ParticleSysBone    = Smoke03 SmolderingSmoke
12496        ParticleSysBone    = Smoke04 SmolderingSmoke
12497        ParticleSysBone    = Smoke05 SmolderingSmoke
12498        ParticleSysBone    = Smoke06 SmolderingSmoke
12499        ParticleSysBone    = Fire01 SmolderingFire
12500        ParticleSysBone    = Fire02 SmolderingFire
12501        ParticleSysBone    = Fire03 SmolderingFire
12502  ;      ParticleSysBone    = Spark01 
12503      End 
12504  
12505      ;night
12506      ConditionState       = NIGHT SNOW
12507        Model              = NBPCenter_NS
12508        Animation          = NBPCenter_NS.NBPCenter_NS
12509        AnimationMode      = LOOP
12510      End
12511      ;damaged
12512      ConditionState       = DAMAGED NIGHT SNOW
12513        Model              = NBPCenter_DNS
12514        Animation          = NBPCenter_DNS.NBPCenter_DNS
12515        AnimationMode      = LOOP
12516        ParticleSysBone    = Smoke01 SmolderingSmoke
12517        ParticleSysBone    = Smoke02 SmolderingSmoke
12518        ParticleSysBone    = Smoke03 SmolderingSmoke
12519        ParticleSysBone    = Fire01 SmolderingFire
12520      End
12521      ;reallydamaged
12522      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
12523        Model              = NBPCenter_ENS
12524        Animation          = NBPCenter_ENS.NBPCenter_ENS
12525        AnimationMode      = LOOP
12526        ParticleSysBone    = Smoke01 SmolderingSmoke
12527        ParticleSysBone    = Smoke02 SmolderingSmoke
12528  ;      ParticleSysBone    = Smoke03 SmolderingSmoke
12529        ParticleSysBone    = Smoke04 SmolderingSmoke
12530        ParticleSysBone    = Smoke05 SmolderingSmoke
12531        ParticleSysBone    = Smoke06 SmolderingSmoke
12532        ParticleSysBone    = Fire01 SmolderingFire
12533        ParticleSysBone    = Fire02 SmolderingFire
12534        ParticleSysBone    = Fire03 SmolderingFire
12535  ;      ParticleSysBone    = Spark01 
12536      End 
12537      
12538      
12539      
12540          ;**************************************************************************************************************************
12541      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
12542      ;for this draw module
12543      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12544        Model              = NBPCenter
12545        Animation          = NBPCenter.NBPCenter
12546        AnimationMode      = LOOP
12547        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12548      End
12549      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
12550        Model              = NBPCenter_D
12551        Animation          = NBPCenter_D.NBPCenter_D
12552        AnimationMode      = LOOP
12553        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12554      End
12555      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
12556        Model              = NBPCenter_E
12557        Animation          = NBPCenter_E.NBPCenter_E
12558        AnimationMode      = LOOP
12559        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12560      End
12561      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
12562        Model              = NBPCenter_N
12563        Animation          = NBPCenter_N.NBPCenter_N
12564        AnimationMode      = LOOP
12565        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12566      End
12567      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
12568        Model              = NBPCenter_DN
12569        Animation          = NBPCenter_DN.NBPCenter_DN
12570        AnimationMode      = LOOP
12571        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12572      End
12573      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
12574        Model              = NBPCenter_EN
12575        Animation          = NBPCenter_EN.NBPCenter_EN
12576        AnimationMode      = LOOP
12577        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12578      End
12579      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
12580        Model              = NBPCenter_S
12581        Animation          = NBPCenter_S.NBPCenter_S
12582        AnimationMode      = LOOP
12583        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12584      End
12585      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
12586        Model              = NBPCenter_DS
12587        Animation          = NBPCenter_DS.NBPCenter_DS
12588        AnimationMode      = LOOP
12589        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12590      End
12591      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
12592        Model              = NBPCenter_ES
12593        Animation          = NBPCenter_ES.NBPCenter_ES
12594        AnimationMode      = LOOP
12595        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12596      End
12597      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
12598        Model              = NBPCenter_NS
12599        Animation          = NBPCenter_NS.NBPCenter_NS
12600        AnimationMode      = LOOP
12601        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12602      End
12603      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
12604        Model              = NBPCenter_DNS
12605        Animation          = NBPCenter_DNS.NBPCenter_DNS
12606        AnimationMode      = LOOP
12607        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12608      End
12609      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
12610        Model              = NBPCenter_ENS
12611        Animation          = NBPCenter_ENS.NBPCenter_ENS
12612        AnimationMode      = LOOP
12613        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12614      End
12615  
12616      ConditionState       = AWAITING_CONSTRUCTION 
12617        Model              = NONE
12618      End
12619      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
12620      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
12621      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
12622      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
12623      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
12624      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
12625      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
12626      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
12627      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
12628      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
12629      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
12630      AliasConditionState  = SOLD 
12631      AliasConditionState  = SOLD DAMAGED
12632      AliasConditionState  = SOLD REALLYDAMAGED
12633      AliasConditionState  = SOLD NIGHT
12634      AliasConditionState  = SOLD NIGHT DAMAGED
12635      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
12636      AliasConditionState  = SOLD SNOW
12637      AliasConditionState  = SOLD SNOW DAMAGED
12638      AliasConditionState  = SOLD SNOW REALLYDAMAGED
12639      AliasConditionState  = SOLD NIGHT SNOW
12640      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
12641      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
12642      ;**************************************************************************************************************************
12643  
12644  
12645  
12646  
12647    End  
12648   
12649    ; ----------------- the factory door -------------------
12650    Draw                = W3DModelDraw ModuleTag_02
12651      DefaultConditionState
12652        Model           = NBPCenter_A1
12653        Animation       = NBPCenter_A1.NBPCenter_A1
12654        AnimationMode   = MANUAL
12655        Flags           = START_FRAME_FIRST
12656      End
12657      AliasConditionState = NIGHT 
12658      AliasConditionState = SNOW
12659      AliasConditionState = NIGHT SNOW
12660      AliasConditionState = NIGHT DAMAGED
12661      AliasConditionState = SNOW DAMAGED
12662      AliasConditionState = NIGHT SNOW DAMAGED
12663      AliasConditionState = NIGHT REALLYDAMAGED
12664      AliasConditionState = SNOW REALLYDAMAGED
12665      AliasConditionState = NIGHT SNOW REALLYDAMAGED
12666  
12667  
12668      ConditionState       = AWAITING_CONSTRUCTION 
12669        Model              = NONE
12670      End
12671      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
12672      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE
12673      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
12674      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
12675      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED RUBBLE
12676      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
12677      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
12678      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED RUBBLE
12679      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
12680      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
12681      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED RUBBLE
12682      AliasConditionState  = SOLD 
12683      AliasConditionState  = SOLD DAMAGED
12684      AliasConditionState  = SOLD REALLYDAMAGED
12685      AliasConditionState  = SOLD NIGHT
12686      AliasConditionState  = SOLD NIGHT DAMAGED
12687      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
12688      AliasConditionState  = SOLD SNOW
12689      AliasConditionState  = SOLD SNOW DAMAGED
12690      AliasConditionState  = SOLD SNOW REALLYDAMAGED
12691      AliasConditionState  = SOLD NIGHT SNOW
12692      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
12693      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
12694      
12695      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12696        Model           = NBPCenter_A1
12697        Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12698      End
12699      AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12700      AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12701      AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12702      AliasConditionState = NIGHT DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12703      AliasConditionState = SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12704      AliasConditionState = NIGHT SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12705      AliasConditionState = NIGHT REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12706      AliasConditionState = SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12707      AliasConditionState = NIGHT SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12708      
12709  ;    ConditionState    = DAMAGED
12710  ;      Model           = NBPCenter_A1D
12711  ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
12712  ;      AnimationMode   = MANUAL
12713  ;      Flags           = START_FRAME_FIRST
12714  ;    End
12715  ;    ConditionState    = REALLYDAMAGED RUBBLE
12716  ;      Model           = NBPCenter_A1E
12717  ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
12718  ;      AnimationMode   = MANUAL
12719  ;      Flags           = START_FRAME_FIRST
12720  ;    End
12721  
12722      ConditionState    = DOOR_1_OPENING
12723        Model           = NBPCenter_A1
12724        Animation       = NBPCenter_A1.NBPCenter_A1
12725        AnimationMode   = ONCE
12726        Flags           = START_FRAME_FIRST
12727      End   
12728      AliasConditionState = NIGHT DOOR_1_OPENING
12729      AliasConditionState = SNOW DOOR_1_OPENING
12730      AliasConditionState = NIGHT SNOW DOOR_1_OPENING
12731      AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
12732      AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
12733      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
12734      AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_OPENING
12735      AliasConditionState = SNOW REALLYDAMAGED DOOR_1_OPENING
12736      AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_OPENING
12737      
12738      
12739  ;    ConditionState    = DOOR_1_OPENING DAMAGED
12740  ;      Model           = NBPCenter_A1D
12741  ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
12742  ;      AnimationMode   = ONCE
12743  ;      Flags           = START_FRAME_FIRST
12744  ;    End   
12745  ;    ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
12746  ;      Model           = NBPCenter_A1E
12747  ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
12748  ;      AnimationMode   = ONCE
12749  ;      Flags           = START_FRAME_FIRST
12750  ;    End
12751  
12752      ConditionState    = DOOR_1_CLOSING
12753        Model           = NBPCenter_A1
12754        Animation       = NBPCenter_A1.NBPCenter_A1
12755        AnimationMode   = ONCE_BACKWARDS
12756        Flags           = START_FRAME_LAST
12757      End   
12758      AliasConditionState = NIGHT DOOR_1_CLOSING
12759      AliasConditionState = SNOW DOOR_1_CLOSING
12760      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
12761      AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
12762      AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
12763      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
12764      AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_CLOSING
12765      AliasConditionState = SNOW REALLYDAMAGED DOOR_1_CLOSING
12766      AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_CLOSING
12767      
12768  ;    ConditionState    = DOOR_1_CLOSING DAMAGED
12769  ;      Model           = NBPCenter_A1D
12770  ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
12771  ;      AnimationMode   = ONCE_BACKWARDS
12772  ;      Flags           = START_FRAME_LAST
12773  ;    End   
12774  ;    ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
12775  ;      Model           = NBPCenter_A1E
12776  ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
12777  ;      AnimationMode   = ONCE_BACKWARDS
12778  ;      Flags           = START_FRAME_LAST
12779  ;    End   
12780  
12781      ConditionState    = DOOR_1_WAITING_OPEN
12782        Model           = NBPCenter_A1
12783        Animation       = NBPCenter_A1.NBPCenter_A1
12784        AnimationMode   = MANUAL
12785        Flags           = START_FRAME_LAST
12786      End
12787      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
12788      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
12789      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
12790      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
12791      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
12792      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN
12793      AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_WAITING_OPEN
12794      AliasConditionState = SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN
12795      AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN
12796         
12797  ;    ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
12798  ;      Model           = NBPCenter_A1D
12799  ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
12800  ;      AnimationMode   = MANUAL
12801  ;      Flags           = START_FRAME_LAST
12802  ;    End   
12803  ;    ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
12804  ;      Model           = NBPCenter_A1E
12805  ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
12806  ;      AnimationMode   = MANUAL
12807  ;      Flags           = START_FRAME_LAST
12808  ;    End   
12809    End
12810  
12811    ; -------- spreading propaganda flashing lights ----------
12812    Draw = W3DModelDraw ModuleTag_03
12813      DefaultConditionState
12814        Model           = None
12815      End
12816      ConditionState    = SOLD
12817        Model           = NONE
12818      End    
12819      ConditionState    = SOLD SNOW
12820         Model          = NONE
12821      End   
12822      ConditionState    = SOLD NIGHT
12823         Model          = NONE
12824      End    
12825      ConditionState    = SOLD NIGHT SNOW
12826         Model          = NONE
12827      End   
12828      ConditionState    = CONSTRUCTION_COMPLETE
12829        Model           = NBPCenter_A2
12830        Animation       = NBPCenter_A2.NBPCenter_A2
12831        AnimationMode   = LOOP
12832        Flags           = START_FRAME_FIRST
12833      End  
12834    End
12835       
12836    ; ------------ construction-zone fence -----------------
12837    Draw                = W3DModelDraw ModuleTag_04
12838    AnimationsRequirePower = No
12839      DefaultConditionState
12840        Model           = None
12841        TransitionKey   = DOWN_DEFAULT
12842      End
12843      ConditionState    = NIGHT
12844        Model           = None
12845        TransitionKey   = DOWN_DEFAULT
12846      End
12847      ConditionState    = SNOW
12848        Model           = None
12849        TransitionKey   = DOWN_DEFAULT
12850      End
12851      ConditionState    = SNOW NIGHT
12852        Model           = None
12853        TransitionKey   = DOWN_DEFAULT
12854      End
12855      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12856        Model           = NBPCenter_A4
12857        Animation       = NBPCenter_A4.NBPCenter_A4
12858        AnimationMode   = MANUAL
12859        Flags           = START_FRAME_LAST
12860        TransitionKey   = UP_DAY
12861      End
12862      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12863        Model           = NBPCenter_A4N
12864        Animation       = NBPCenter_A4N.NBPCenter_A4N
12865        AnimationMode   = MANUAL
12866        Flags           = START_FRAME_LAST
12867        TransitionKey   = UP_NIGHT
12868      End
12869      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12870        Model           = NBPCenter_A4S
12871        Animation       = NBPCenter_A4S.NBPCenter_A4S
12872        AnimationMode   = MANUAL
12873        Flags           = START_FRAME_LAST
12874        TransitionKey   = UP_SNOW
12875      End
12876      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12877        Model           = NBPCenter_A4SN
12878        Animation       = NBPCenter_A4SN.NBPCenter_A4SN
12879        AnimationMode   = MANUAL
12880        Flags           = START_FRAME_LAST
12881        TransitionKey   = UP_SNOWNIGHT
12882      End
12883      TransitionState   = DOWN_DEFAULT UP_DAY
12884        Model           = NBPCenter_A4
12885        Animation       = NBPCenter_A4.NBPCenter_A4
12886        AnimationMode   = ONCE
12887        AnimationSpeedFactorRange = 1.0 1.0
12888        Flags           = START_FRAME_FIRST
12889      End
12890      TransitionState   = DOWN_DEFAULT UP_NIGHT
12891        Model           = NBPCenter_A4N
12892        Animation       = NBPCenter_A4N.NBPCenter_A4N
12893        AnimationMode   = ONCE
12894        AnimationSpeedFactorRange = 1.0 1.0
12895        Flags           = START_FRAME_FIRST
12896      End
12897  
12898      TransitionState   = DOWN_DEFAULT UP_SNOW
12899        Model           = NBPCenter_A4S
12900        Animation       = NBPCenter_A4S.NBPCenter_A4S
12901        AnimationMode   = ONCE
12902        AnimationSpeedFactorRange = 1.0 1.0
12903        Flags           = START_FRAME_FIRST
12904      End
12905      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
12906        Model           = NBPCenter_A4SN
12907        Animation       = NBPCenter_A4SN.NBPCenter_A4SN
12908        AnimationMode   = ONCE
12909        AnimationSpeedFactorRange = 1.0 1.0
12910        Flags           = START_FRAME_FIRST
12911      End
12912      TransitionState   = UP_DAY DOWN_DEFAULT
12913        Model           = NBPCenter_A4
12914        Animation       = NBPCenter_A4.NBPCenter_A4
12915        AnimationMode   = ONCE_BACKWARDS
12916        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12917        Flags           = START_FRAME_LAST
12918      End
12919      TransitionState   = UP_NIGHT DOWN_DEFAULT
12920        Model           = NBPCenter_A4N
12921        Animation       = NBPCenter_A4N.NBPCenter_A4N
12922        AnimationMode   = ONCE_BACKWARDS
12923        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12924        Flags           = START_FRAME_LAST
12925      End
12926      TransitionState   = UP_SNOW DOWN_DEFAULT
12927        Model           = NBPCenter_A4S
12928        Animation       = NBPCenter_A4S.NBPCenter_A4S
12929        AnimationMode   = ONCE_BACKWARDS
12930        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12931        Flags           = START_FRAME_LAST
12932      End
12933      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
12934        Model           = NBPCenter_A4SN
12935        Animation       = NBPCenter_A4SN.NBPCenter_A4SN
12936        AnimationMode   = ONCE_BACKWARDS
12937        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12938        Flags           = START_FRAME_LAST
12939      End
12940    End
12941  
12942    ; ------------ under-construction scaffolding -----------------
12943    Draw                = W3DModelDraw ModuleTag_05
12944    AnimationsRequirePower = No
12945      MinLODRequired = MEDIUM
12946      DefaultConditionState
12947        Model           = None
12948        TransitionKey   = DOWN_DEFAULT
12949      End
12950      ConditionState    = NIGHT
12951        Model           = None
12952        TransitionKey   = DOWN_DEFAULT
12953      End
12954      ConditionState    = SNOW
12955        Model           = None
12956        TransitionKey   = DOWN_DEFAULT
12957      End
12958      ConditionState    = SNOW NIGHT
12959        Model           = None
12960        TransitionKey   = DOWN_DEFAULT
12961      End
12962      ConditionState    = PARTIALLY_CONSTRUCTED
12963        Model           = NBPCenter_A6
12964        Animation       = NBPCenter_A6.NBPCenter_A6
12965        AnimationMode   = MANUAL
12966        Flags           = START_FRAME_LAST
12967        TransitionKey   = UP_DAY
12968        ParticleSysBone = Dust01 BuildingDustChina
12969        ParticleSysBone = Smoke01 BuildUpSmokeChina
12970        ParticleSysBone = Smoke02 BuildUpSmokeChina
12971        ParticleSysBone = Smoke03 BuildUpSmokeChina
12972        ParticleSysBone = Smoke04 BuildUpSmokeChina
12973      End
12974      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
12975        Model           = NBPCenter_A6N
12976        Animation       = NBPCenter_A6N.NBPCenter_A6N
12977        AnimationMode   = MANUAL
12978        Flags           = START_FRAME_LAST
12979        TransitionKey   = UP_NIGHT
12980        ParticleSysBone = Dust01 BuildingDustChina
12981        ParticleSysBone = Smoke01 BuildUpSmokeChina
12982        ParticleSysBone = Smoke02 BuildUpSmokeChina
12983        ParticleSysBone = Smoke03 BuildUpSmokeChina
12984        ParticleSysBone = Smoke04 BuildUpSmokeChina
12985      End
12986      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
12987        Model           = NBPCenter_A6S
12988        Animation       = NBPCenter_A6S.NBPCenter_A6S
12989        AnimationMode   = MANUAL
12990        Flags           = START_FRAME_LAST
12991        TransitionKey   = UP_SNOW
12992        ParticleSysBone = Dust01 BuildingSnowDust
12993        ParticleSysBone = Smoke01 BuildUpSnowSmoke
12994        ParticleSysBone = Smoke02 BuildUpSnowSmoke
12995        ParticleSysBone = Smoke03 BuildUpSnowSmoke
12996        ParticleSysBone = Smoke04 BuildUpSnowSmoke
12997      End
12998      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
12999        Model           = NBPCenter_A6SN
13000        Animation       = NBPCenter_A6SN.NBPCenter_A6SN
13001        AnimationMode   = MANUAL
13002        Flags           = START_FRAME_LAST
13003        TransitionKey   = UP_SNOWNIGHT
13004        ParticleSysBone = Dust01 BuildingNightSnowDust
13005        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
13006        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
13007        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
13008        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
13009      End
13010      TransitionState   = DOWN_DEFAULT UP_DAY
13011       Model            = NBPCenter_A6
13012        Animation       = NBPCenter_A6.NBPCenter_A6
13013        AnimationMode   = ONCE
13014        AnimationSpeedFactorRange = 1.0 1.0
13015        Flags           = START_FRAME_FIRST
13016      End
13017      TransitionState   = DOWN_DEFAULT UP_NIGHT
13018       Model            = NBPCenter_A6N
13019        Animation       = NBPCenter_A6N.NBPCenter_A6N
13020        AnimationMode   = ONCE
13021        AnimationSpeedFactorRange = 1.0 1.0
13022        Flags           = START_FRAME_FIRST
13023      End
13024      TransitionState   = DOWN_DEFAULT UP_SNOW
13025       Model            = NBPCenter_A6S
13026        Animation       = NBPCenter_A6S.NBPCenter_A6S
13027        AnimationMode   = ONCE
13028        AnimationSpeedFactorRange = 1.0 1.0
13029        Flags           = START_FRAME_FIRST
13030      End
13031      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
13032       Model            = NBPCenter_A6SN
13033        Animation       = NBPCenter_A6SN.NBPCenter_A6SN
13034        AnimationMode   = ONCE
13035        AnimationSpeedFactorRange = 1.0 1.0
13036        Flags           = START_FRAME_FIRST
13037      End 
13038      TransitionState   = UP_DAY DOWN_DEFAULT
13039        Model           = NBPCenter_A6
13040        Animation       = NBPCenter_A6.NBPCenter_A6
13041        AnimationMode   = ONCE_BACKWARDS
13042        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13043        Flags           = START_FRAME_LAST
13044      End
13045      TransitionState   = UP_NIGHT DOWN_DEFAULT
13046        Model           = NBPCenter_A6N
13047        Animation       = NBPCenter_A6N.NBPCenter_A6N
13048        AnimationMode   = ONCE_BACKWARDS
13049        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13050        Flags           = START_FRAME_LAST
13051      End
13052      TransitionState   = UP_SNOW DOWN_DEFAULT
13053        Model           = NBPCenter_A6S
13054        Animation       = NBPCenter_A6S.NBPCenter_A6S
13055        AnimationMode   = ONCE_BACKWARDS
13056        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13057        Flags           = START_FRAME_LAST
13058      End
13059      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
13060        Model           = NBPCenter_A6SN
13061        Animation       = NBPCenter_A6SN.NBPCenter_A6SN
13062        AnimationMode   = ONCE_BACKWARDS
13063        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13064        Flags           = START_FRAME_LAST
13065      End
13066    End
13067  
13068    ; ------------ being-constructed crane -----------------
13069    Draw = W3DModelDraw ModuleTag_06
13070    AnimationsRequirePower = No
13071      DefaultConditionState
13072        Model           = None
13073        TransitionKey   = DOWN_DEFAULT
13074      End
13075      ConditionState    = NIGHT
13076        Model           = None
13077        TransitionKey   = DOWN_DEFAULT
13078      End
13079      ConditionState    = SNOW
13080        Model           = None
13081        TransitionKey   = DOWN_DEFAULT
13082      End
13083      ConditionState    = SNOW NIGHT
13084        Model           = None
13085        TransitionKey   = DOWN_DEFAULT
13086      End
13087      ConditionState    = SOLD
13088        Model           = NONE
13089      End
13090  
13091      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
13092        Model           = NBPCenter_A5
13093        Animation       = NBPCenter_A5.NBPCenter_A5
13094        AnimationMode   = LOOP
13095        TransitionKey  = UP_DAY
13096      End
13097  
13098      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
13099        Model           = NBPCenter_A5N
13100        Animation       = NBPCenter_A5N.NBPCenter_A5N
13101        AnimationMode   = LOOP
13102        TransitionKey  = UP_NIGHT
13103      End
13104      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
13105        Model           = NBPCenter_A5S
13106        Animation       = NBPCenter_A5S.NBPCenter_A5S
13107        AnimationMode   = LOOP
13108        TransitionKey  = UP_SNOW
13109      End
13110      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
13111        Model           = NBPCenter_A5SN
13112        Animation       = NBPCenter_A5SN.NBPCenter_A5SN
13113        AnimationMode   = LOOP
13114        TransitionKey  = UP_SNOWNIGHT
13115      End
13116      TransitionState   = DOWN_DEFAULT UP_DAY
13117        Model            = NBPCenter_AB
13118        Animation       = NBPCenter_AB.NBPCenter_AB
13119        AnimationMode   = ONCE
13120        AnimationSpeedFactorRange = 1.0 1.0
13121        Flags           = START_FRAME_FIRST
13122      End
13123  
13124      TransitionState   = DOWN_DEFAULT UP_NIGHT
13125        Model            = NBPCenter_ABN
13126        Animation       = NBPCenter_ABN.NBPCenter_ABN
13127        AnimationMode   = ONCE
13128        AnimationSpeedFactorRange = 1.0 1.0
13129        Flags           = START_FRAME_FIRST
13130      End
13131      TransitionState   = DOWN_DEFAULT UP_SNOW
13132        Model            = NBPCenter_ABS
13133        Animation       = NBPCenter_ABS.NBPCenter_ABS
13134        AnimationMode   = ONCE
13135        AnimationSpeedFactorRange = 1.0 1.0
13136        Flags           = START_FRAME_FIRST
13137      End
13138      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
13139        Model            = NBPCenter_ABSN
13140        Animation       = NBPCenter_ABSN.NBPCenter_ABSN
13141        AnimationMode   = ONCE
13142        AnimationSpeedFactorRange = 1.0 1.0
13143        Flags           = START_FRAME_FIRST
13144      End
13145      TransitionState   = UP_DAY DOWN_DEFAULT
13146        Model            = NBPCenter_AB
13147        Animation       = NBPCenter_AB.NBPCenter_AB
13148        AnimationMode   = ONCE_BACKWARDS
13149        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13150        Flags           = START_FRAME_LAST
13151      End
13152      TransitionState   = UP_NIGHT DOWN_DEFAULT
13153        Model            = NBPCenter_ABN
13154        Animation       = NBPCenter_ABN.NBPCenter_ABN
13155        AnimationMode   = ONCE_BACKWARDS
13156        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13157        Flags           = START_FRAME_LAST
13158      End
13159      TransitionState   = UP_SNOW DOWN_DEFAULT
13160        Model            = NBPCenter_ABS
13161        Animation       = NBPCenter_ABS.NBPCenter_ABS
13162        AnimationMode   = ONCE_BACKWARDS
13163        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13164        Flags           = START_FRAME_LAST
13165      End
13166      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
13167        Model            = NBPCenter_ABSN
13168        Animation       = NBPCenter_ABSN.NBPCenter_ABSN
13169        AnimationMode   = ONCE_BACKWARDS
13170        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13171        Flags           = START_FRAME_LAST
13172      End
13173    End
13174    
13175    PlacementViewAngle  = -45
13176  
13177    ; ***DESIGN parameters ***
13178    DisplayName         = OBJECT:PropagandaCenter
13179    Side                = ChinaTankGeneral
13180    EditorSorting       = STRUCTURE
13181    Prerequisites
13182      Object            = Tank_ChinaWarFactory
13183    End
13184    BuildCost           = 2000
13185    BuildTime           = 45.0           ; in seconds
13186    EnergyProduction    = -2
13187    VisionRange         = 200.0           ; Shroud clearing distance
13188    ShroudClearingRange = 200
13189    ArmorSet
13190      Conditions        = None
13191      Armor             = StructureArmor
13192      DamageFX          = StructureDamageFXNoShake
13193    End
13194    CommandSet          = Tank_ChinaPropagandaCenterCommandSet
13195    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
13196  
13197  
13198    ; *** AUDIO Parameters ***
13199    VoiceSelect         = PropagandaCenterSelect
13200    SoundOnDamaged        = BuildingDamagedStateLight
13201    SoundOnReallyDamaged  = BuildingDestroy
13202  
13203    UnitSpecificSounds
13204      UnderConstruction     = UnderConstructionLoop
13205    End
13206  
13207    ; *** ENGINEERING Parameters ***
13208    KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH
13209    Body            = StructureBody ModuleTag_07
13210      MaxHealth     = 1000.0
13211      InitialHealth = 1000.0
13212  
13213      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
13214      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
13215      SubdualDamageCap = 1200
13216      SubdualDamageHealRate = 500
13217      SubdualDamageHealAmount = 100
13218    End
13219    Behavior = ProductionUpdate ModuleTag_10
13220      ;<NO DATA>
13221    End
13222    Behavior = DestroyDie ModuleTag_12
13223      ;<NO DATA>
13224    End
13225    Behavior  = FXListDie ModuleTag_14
13226      DeathFX = FX_StructureMediumDeath
13227    End
13228    Behavior                = GenerateMinefieldBehavior ModuleTag_15
13229      TriggeredBy           = Upgrade_ChinaMines
13230      MineName              = ChinaStandardMine
13231      SmartBorder           = Yes
13232      AlwaysCircular        = Yes
13233  
13234      Upgradable            = Yes
13235      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
13236      UpgradedMineName      = ChinaEMPMine
13237    End
13238  
13239    Behavior             = FlammableUpdate ModuleTag_17
13240      AflameDuration     = 5000    ; If I catch fire, I'll burn for this long...
13241      AflameDamageAmount = 5       ; taking this much damage...
13242      AflameDamageDelay  = 500     ; this often.
13243    End
13244  
13245    Behavior = TransitionDamageFX ModuleTag_18
13246      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
13247      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
13248      ;---------------------------------------------------------------------------------------
13249      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
13250      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
13251      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
13252    End
13253  
13254    Behavior = CommandSetUpgrade ModuleTag_25
13255      CommandSet = Tank_ChinaPropagandaCenterCommandSetUpgrade
13256      TriggeredBy = Upgrade_ChinaMines
13257    End
13258    Behavior = ArmorUpgrade ModuleTag_26
13259      TriggeredBy = Upgrade_ChinaEMPMines
13260    End
13261  
13262    Geometry            = BOX
13263    GeometryMajorRadius = 33.0
13264    GeometryMinorRadius = 57.0
13265    GeometryHeight      = 40.0
13266    GeometryIsSmall     = No
13267    Shadow              = SHADOW_VOLUME
13268    BuildCompletion     = PLACED_BY_PLAYER
13269  
13270  End
13271  
13272  ;------------------------------------------------------------------------------
13273  Object Tank_ChinaGattlingCannon
13274  
13275    ; *** ART Parameters ***
13276    SelectPortrait         = SNGatTower_L
13277    ButtonImage            = SNGatTower
13278    UpgradeCameo1           = Upgrade_ChinaChainGuns
13279    Draw                    = W3DModelDraw ModuleTag_01
13280      OkToChangeModelColor  = Yes
13281  
13282  ;--------------------- IDLE --------------------------------------------------
13283  ;-------------------------------------------------------------------------------    
13284      
13285      ; DAY
13286      DefaultConditionState 
13287        Model               = NBGattling
13288        Animation           = NBGattling_A2.NBGattling_A2
13289        AnimationMode       = MANUAL
13290        Turret              = TURRET
13291        TurretPitch         = TURRETEL
13292        WeaponFireFXBone    = PRIMARY Muzzle
13293        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13294        WeaponFireFXBone    = SECONDARY Muzzle
13295        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13296      End
13297      ConditionState        = DAMAGED
13298        Model               = NBGattling_D
13299        Animation           = NBGattling_A2.NBGattling_A2
13300        AnimationMode       = MANUAL
13301        Turret              = TURRET
13302        TurretPitch         = TURRETEL
13303        WeaponFireFXBone    = PRIMARY Muzzle
13304        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13305        WeaponFireFXBone    = SECONDARY Muzzle
13306        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13307        ParticleSysBone     = SmokeM01 SmokeFactionMedium
13308        ParticleSysBone     = SparkM01 SparksMedium
13309      End
13310      ConditionState        = REALLYDAMAGED RUBBLE
13311        Model               = NBGattling_E
13312        Animation           = NBGattling_A2.NBGattling_A2
13313        AnimationMode       = MANUAL
13314        Turret              = TURRET
13315        TurretPitch         = TURRETEL
13316        WeaponFireFXBone    = PRIMARY Muzzle
13317        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13318        WeaponFireFXBone    = SECONDARY Muzzle
13319        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13320        ParticleSysBone     = Smoke01 SmokeFactionMedium
13321        ParticleSysBone     = Smoke02 SmokeFactionMedium
13322        ParticleSysBone     = Smoke03 SmokeFactionMedium
13323        ParticleSysBone     = SparkM01 SparksMedium
13324        ParticleSysBone     = SparkM02 SparksMedium
13325      End
13326          
13327      
13328      
13329      ; NIGHT    --------------------------------------------------------------- 
13330      ConditionState        = NIGHT
13331        Model               = NBGattling_N
13332        Animation           = NBGattling_A2.NBGattling_A2
13333        AnimationMode       = MANUAL
13334        Turret              = TURRET
13335        TurretPitch         = TURRETEL
13336        WeaponFireFXBone    = PRIMARY Muzzle
13337        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13338        WeaponFireFXBone    = SECONDARY Muzzle
13339        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13340      End
13341      ConditionState        = DAMAGED NIGHT
13342        Model               = NBGattling_DN
13343        Animation           = NBGattling_A2.NBGattling_A2
13344        AnimationMode       = MANUAL
13345        Turret              = TURRET
13346        TurretPitch         = TURRETEL
13347        WeaponFireFXBone    = PRIMARY Muzzle
13348        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13349        WeaponFireFXBone    = SECONDARY Muzzle
13350        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13351        ParticleSysBone     = SmokeM01 SmokeFactionMedium
13352        ParticleSysBone     = SparkM01 SparksMedium
13353      End
13354      ConditionState        = REALLYDAMAGED RUBBLE NIGHT
13355        Model               = NBGattling_EN
13356        Animation           = NBGattling_A2.NBGattling_A2
13357        AnimationMode       = MANUAL
13358        Turret              = TURRET
13359        TurretPitch         = TURRETEL
13360        WeaponFireFXBone    = PRIMARY Muzzle
13361        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13362        WeaponFireFXBone    = SECONDARY Muzzle
13363        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13364        ParticleSysBone     = Smoke01 SmokeFactionMedium
13365        ParticleSysBone     = Smoke02 SmokeFactionMedium
13366        ParticleSysBone     = Smoke03 SmokeFactionMedium
13367        ParticleSysBone     = SparkM01 SparksMedium
13368        ParticleSysBone     = SparkM02 SparksMedium
13369      End
13370      
13371      
13372      ;SNOW    --------------------------------------------------------------- 
13373      ConditionState         = SNOW
13374        Model               = NBGattling_S
13375        Animation           = NBGattling_A2.NBGattling_A2
13376        AnimationMode       = MANUAL
13377        Turret              = TURRET
13378        TurretPitch         = TURRETEL
13379        WeaponFireFXBone    = PRIMARY Muzzle
13380        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13381        WeaponFireFXBone    = SECONDARY Muzzle
13382        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13383      End
13384      
13385      ConditionState        = DAMAGED SNOW
13386        Model               = NBGattling_DS
13387        Animation           = NBGattling_A2.NBGattling_A2
13388        AnimationMode       = MANUAL
13389        Turret              = TURRET
13390        TurretPitch         = TURRETEL
13391        WeaponFireFXBone    = PRIMARY Muzzle
13392        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13393        WeaponFireFXBone    = SECONDARY Muzzle
13394        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13395        ParticleSysBone     = SmokeM01 SmokeFactionMedium
13396        ParticleSysBone     = SparkM01 SparksMedium
13397      End
13398      
13399      ConditionState        = REALLYDAMAGED RUBBLE SNOW
13400        Model               = NBGattling_ES
13401        Animation           = NBGattling_A2.NBGattling_A2
13402        AnimationMode       = MANUAL
13403        Turret              = TURRET
13404        TurretPitch         = TURRETEL
13405        WeaponFireFXBone    = PRIMARY Muzzle
13406        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13407        WeaponFireFXBone    = SECONDARY Muzzle
13408        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13409        ParticleSysBone     = Smoke01 SmokeFactionMedium
13410        ParticleSysBone     = Smoke02 SmokeFactionMedium
13411        ParticleSysBone     = Smoke03 SmokeFactionMedium
13412        ParticleSysBone     = SparkM01 SparksMedium
13413        ParticleSysBone     = SparkM02 SparksMedium
13414      End
13415      
13416  
13417      ; NIGHT SNOW    --------------------------------------------------------------- 
13418      ConditionState         = NIGHT SNOW
13419        Model               = NBGattling_NS
13420        Animation           = NBGattling_A2.NBGattling_A2
13421        AnimationMode       = MANUAL
13422        Turret              = TURRET
13423        TurretPitch         = TURRETEL
13424        WeaponFireFXBone    = PRIMARY Muzzle
13425        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13426        WeaponFireFXBone    = SECONDARY Muzzle
13427        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13428      End
13429      
13430      ConditionState        = DAMAGED NIGHT SNOW
13431        Model               = NBGattling_DNS
13432        Animation           = NBGattling_A2.NBGattling_A2
13433        AnimationMode       = MANUAL
13434        Turret              = TURRET
13435        TurretPitch         = TURRETEL
13436        WeaponFireFXBone    = PRIMARY Muzzle
13437        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13438        WeaponFireFXBone    = SECONDARY Muzzle
13439        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13440        ParticleSysBone     = SmokeM01 SmokeFactionMedium
13441        ParticleSysBone     = SparkM01 SparksMedium
13442      End
13443      
13444      ConditionState        = REALLYDAMAGED RUBBLE NIGHT SNOW
13445        Model               = NBGattling_ENS
13446        Animation           = NBGattling_A2.NBGattling_A2
13447        AnimationMode       = MANUAL
13448        Turret              = TURRET
13449        TurretPitch         = TURRETEL
13450        WeaponFireFXBone    = PRIMARY Muzzle
13451        WeaponMuzzleFlash   = PRIMARY MuzzleFX
13452        WeaponFireFXBone    = SECONDARY Muzzle
13453        WeaponMuzzleFlash   = SECONDARY MuzzleFX
13454        ParticleSysBone     = Smoke01 SmokeFactionMedium
13455        ParticleSysBone     = Smoke02 SmokeFactionMedium
13456        ParticleSysBone     = Smoke03 SmokeFactionMedium
13457        ParticleSysBone     = SparkM01 SparksMedium
13458        ParticleSysBone     = SparkM02 SparksMedium
13459      End
13460      
13461  
13462      
13463  ;---------------- ATTACKING ----------------------------------
13464  ;-------------------------------------------------------------
13465     ; DAY   
13466     ConditionState        = ATTACKING
13467        Model               = NBGattling
13468        Animation           = NBGattling_A2.NBGattling_A2
13469        AnimationMode       = LOOP
13470        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13471      End
13472      ConditionState        = ATTACKING DAMAGED
13473        Model               = NBGattling_D
13474        Animation           = NBGattling_A2.NBGattling_A2
13475        AnimationMode       = LOOP
13476        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13477      End
13478      ConditionState        = ATTACKING REALLYDAMAGED
13479        Model               = NBGattling_E
13480        Animation           = NBGattling_A2.NBGattling_A2
13481        AnimationMode       = LOOP
13482        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13483      End
13484      
13485      
13486      
13487      ;NIGHT     ---------------------------------------------------------------
13488      ConditionState        = ATTACKING NIGHT
13489        Model               = NBGattling_N
13490        Animation           = NBGattling_A2.NBGattling_A2
13491        AnimationMode       = LOOP
13492        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13493      End
13494      
13495      ConditionState        = ATTACKING DAMAGED NIGHT
13496        Model               = NBGattling_DN
13497        Animation           = NBGattling_A2.NBGattling_A2
13498        AnimationMode       = LOOP
13499        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13500      End
13501      
13502      ConditionState        = ATTACKING REALLYDAMAGED NIGHT
13503        Model               = NBGattling_EN
13504        Animation           = NBGattling_A2.NBGattling_A2
13505        AnimationMode       = LOOP
13506        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13507      End
13508      
13509      
13510      
13511      
13512      ;SNOW     ---------------------------------------------------------------
13513      ConditionState        = ATTACKING SNOW
13514        Model               = NBGattling_S
13515        Animation           = NBGattling_A2.NBGattling_A2
13516        AnimationMode       = LOOP
13517        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13518      End
13519      
13520      ConditionState        = ATTACKING DAMAGED SNOW
13521        Model               = NBGattling_DS
13522        Animation           = NBGattling_A2.NBGattling_A2
13523        AnimationMode       = LOOP
13524        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13525      End
13526      
13527      ConditionState        = ATTACKING REALLYDAMAGED SNOW
13528        Model               = NBGattling_ES
13529        Animation           = NBGattling_A2.NBGattling_A2
13530        AnimationMode       = LOOP
13531        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13532      End
13533      
13534      
13535      
13536      ;SNOW NIGHT  ---------------------------------------------------------------
13537      ConditionState        = ATTACKING NIGHT SNOW
13538        Model               = NBGattling_NS
13539        Animation           = NBGattling_A2.NBGattling_A2
13540        AnimationMode       = LOOP
13541        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13542      End
13543      
13544      ConditionState        = ATTACKING DAMAGED SNOW NIGHT
13545        Model               = NBGattling_DNS
13546        Animation           = NBGattling_A2.NBGattling_A2
13547        AnimationMode       = LOOP
13548        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13549      End
13550      
13551      ConditionState        = ATTACKING REALLYDAMAGED NIGHT SNOW
13552        Model               = NBGattling_ENS
13553        Animation           = NBGattling_A2.NBGattling_A2
13554        AnimationMode       = LOOP
13555        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
13556      End
13557      
13558  ;---------------- CONTINUOUS_FIRE_SLOW -----------------------
13559  ;-------------------------------------------------------------
13560     ; DAY   
13561     ConditionState        = CONTINUOUS_FIRE_SLOW ATTACKING
13562        Model               = NBGattling
13563        Animation           = NBGattling_A2.NBGattling_A2
13564        AnimationMode       = LOOP
13565        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13566      End
13567      ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING
13568        Model               = NBGattling_D
13569        Animation           = NBGattling_A2.NBGattling_A2
13570        AnimationMode       = LOOP
13571        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13572      End
13573      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING
13574        Model               = NBGattling_E
13575        Animation           = NBGattling_A2.NBGattling_A2
13576        AnimationMode       = LOOP
13577        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13578      End
13579      
13580      
13581      
13582      ;NIGHT     ---------------------------------------------------------------
13583      ConditionState        = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING
13584        Model               = NBGattling_N
13585        Animation           = NBGattling_A2.NBGattling_A2
13586        AnimationMode       = LOOP
13587        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13588      End
13589      
13590      ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING
13591        Model               = NBGattling_DN
13592        Animation           = NBGattling_A2.NBGattling_A2
13593        AnimationMode       = LOOP
13594        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13595      End
13596      
13597      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING
13598        Model               = NBGattling_EN
13599        Animation           = NBGattling_A2.NBGattling_A2
13600        AnimationMode       = LOOP
13601        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13602      End
13603      
13604      
13605      
13606      
13607      ;SNOW     ---------------------------------------------------------------
13608      ConditionState        = CONTINUOUS_FIRE_SLOW SNOW ATTACKING
13609        Model               = NBGattling_S
13610        Animation           = NBGattling_A2.NBGattling_A2
13611        AnimationMode       = LOOP
13612        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13613      End
13614      
13615      ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING
13616        Model               = NBGattling_DS
13617        Animation           = NBGattling_A2.NBGattling_A2
13618        AnimationMode       = LOOP
13619        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13620      End
13621      
13622      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING
13623        Model               = NBGattling_ES
13624        Animation           = NBGattling_A2.NBGattling_A2
13625        AnimationMode       = LOOP
13626        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13627      End
13628      
13629      
13630      
13631      ;SNOW NIGHT  ---------------------------------------------------------------
13632      ConditionState        = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING
13633        Model               = NBGattling_NS
13634        Animation           = NBGattling_A2.NBGattling_A2
13635        AnimationMode       = LOOP
13636        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13637      End
13638      
13639      ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING
13640        Model               = NBGattling_DNS
13641        Animation           = NBGattling_A2.NBGattling_A2
13642        AnimationMode       = LOOP
13643        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13644      End
13645      
13646      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING
13647        Model               = NBGattling_ENS
13648        Animation           = NBGattling_A2.NBGattling_A2
13649        AnimationMode       = LOOP
13650        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
13651      End
13652      
13653      
13654      
13655      
13656  ;------------- CONTINUOUS_FIRE_MEAN ------------------------
13657  ;-----------------------------------------------------------
13658      ;DAY
13659      ConditionState       = CONTINUOUS_FIRE_MEAN ATTACKING
13660        Model               = NBGattling
13661        Animation           = NBGattling_A2.NBGattling_A2
13662        AnimationMode       = LOOP
13663        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
13664      End
13665       ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING
13666        Model               = NBGattling_D
13667        Animation           = NBGattling_A2.NBGattling_A2
13668        AnimationMode       = LOOP
13669        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
13670      End
13671      ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING
13672        Model               = NBGattling_E
13673        Animation           = NBGattling_A2.NBGattling_A2
13674        AnimationMode       = LOOP
13675        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
13676      End
13677      
13678      
13679      
13680      ;NIGHT    ---------------------------------------------------------------
13681      ConditionState       = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING
13682        Model               = NBGattling_N
13683        Animation           = NBGattling_A2.NBGattling_A2
13684        AnimationMode       = LOOP
13685        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
13686      End
13687      ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING
13688        Model               = NBGattling_DN
13689        Animation           = NBGattling_A2.NBGattling_A2
13690        AnimationMode       = LOOP
13691        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
13692      End
13693      ConditionState        = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING
13694        Model               = NBGattling_EN
13695        Animation           = NBGattling_A2.NBGattling_A2
13696        AnimationMode       = LOOP
13697        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  vryfst
13698        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13699        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13700      End
13701      
13702      
13703      ;SNOW    ---------------------------------------------------------------
13704      ConditionState       = CONTINUOUS_FIRE_MEAN SNOW ATTACKING
13705        Model               = NBGattling_S
13706        Animation           = NBGattling_A2.NBGattling_A2
13707        AnimationMode       = LOOP
13708        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
13709      End
13710      ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING
13711        Model               = NBGattling_DS
13712        Animation           = NBGattling_A2.NBGattling_A2
13713        AnimationMode       = LOOP
13714        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
13715      End
13716      ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING
13717        Model               = NBGattling_ES
13718        Animation           = NBGattling_A2.NBGattling_A2
13719        AnimationMode       = LOOP
13720        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  vryfst
13721        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13722        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13723      End
13724        
13725      
13726      ;NIGHT SNOW ---------------------------------------------------------------
13727      ConditionState       = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING
13728        Model               = NBGattling_NS
13729        Animation           = NBGattling_A2.NBGattling_A2
13730        AnimationMode       = LOOP
13731        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
13732      End
13733      ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING
13734        Model               = NBGattling_DNS
13735        Animation           = NBGattling_A2.NBGattling_A2
13736        AnimationMode       = LOOP
13737        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
13738      End
13739      ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING
13740        Model               = NBGattling_ENS
13741        Animation           = NBGattling_A2.NBGattling_A2
13742        AnimationMode       = LOOP
13743        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
13744      End
13745      
13746  
13747  
13748  
13749  
13750  
13751  ;------------- CONTINUOUS_FIRE_FAST ------------------------
13752      ;DAY  
13753      ConditionState        = CONTINUOUS_FIRE_FAST ATTACKING
13754        Model               = NBGattling
13755        Animation           = NBGattling_A2.NBGattling_A2
13756        AnimationMode       = LOOP
13757        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13758        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13759        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13760      End
13761      ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING
13762        Model               = NBGattling_D
13763        Animation           = NBGattling_A2.NBGattling_A2
13764        AnimationMode       = LOOP
13765        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13766        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13767        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13768      End
13769      ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING
13770        Model               = NBGattling_E
13771        Animation           = NBGattling_A2.NBGattling_A2
13772        AnimationMode       = LOOP
13773        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13774        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13775        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13776      End
13777      
13778      
13779      
13780      ;NIGHT     ---------------------------------------------------------------
13781      ConditionState        = CONTINUOUS_FIRE_FAST NIGHT ATTACKING
13782        Model               = NBGattling_N
13783        Animation           = NBGattling_A2.NBGattling_A2
13784        AnimationMode       = LOOP
13785        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13786        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13787        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13788      End
13789      ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING
13790        Model               = NBGattling_DN
13791        Animation           = NBGattling_A2.NBGattling_A2
13792        AnimationMode       = LOOP
13793        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13794        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13795        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13796      End
13797       ConditionState       = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING
13798        Model               = NBGattling_EN
13799        Animation           = NBGattling_A2.NBGattling_A2
13800        AnimationMode       = LOOP
13801        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13802        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13803        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13804      End
13805      
13806      
13807      ;SNOW      ---------------------------------------------------------------
13808      ConditionState        = CONTINUOUS_FIRE_FAST SNOW ATTACKING
13809        Model               = NBGattling_S
13810        Animation           = NBGattling_A2.NBGattling_A2
13811        AnimationMode       = LOOP
13812        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13813        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13814        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13815      End
13816      ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING
13817        Model               = NBGattling_NS
13818        Animation           = NBGattling_A2.NBGattling_A2
13819        AnimationMode       = LOOP
13820        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13821        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13822        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13823      End
13824      ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING
13825        Model               = NBGattling_ES
13826        Animation           = NBGattling_A2.NBGattling_A2
13827        AnimationMode       = LOOP
13828        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13829      End
13830      
13831      
13832      ;NIGHT SNOW ---------------------------------------------------------------
13833      ConditionState        = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING
13834        Model               = NBGattling_NS
13835        Animation           = NBGattling_A2.NBGattling_A2
13836  
13837        AnimationMode       = LOOP
13838        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13839        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13840        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13841      End
13842      ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING
13843        Model               = NBGattling_DNS
13844        Animation           = NBGattling_A2.NBGattling_A2
13845        AnimationMode       = LOOP
13846        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13847        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13848        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
13849      End
13850      ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING
13851        Model               = NBGattling_ENS
13852        Animation           = NBGattling_A2.NBGattling_A2
13853        AnimationMode       = LOOP
13854        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
13855        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
13856        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke  
13857      End
13858      
13859  
13860  
13861      
13862         ;**************************************************************************************************************************
13863      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
13864      ;for this draw module
13865      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
13866        Model              = NBGattling
13867        Animation          = NBGattling_A2.NBGattling_A2
13868        AnimationMode      = LOOP
13869        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13870      End
13871      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
13872        Model              = NBGattling_D
13873        Animation          = NBGattling_A2.NBGattling_A2
13874        AnimationMode      = LOOP
13875        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13876      End
13877      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
13878        Model              = NBGattling_E
13879        Animation          = NBGattling_A2.NBGattling_A2
13880        AnimationMode      = LOOP
13881        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13882      End
13883      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
13884        Model              = NBGattling_N
13885        Animation          = NBGattling_A2.NBGattling_A2
13886        AnimationMode      = LOOP
13887        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13888      End
13889      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
13890        Model              = NBGattling_DN
13891        Animation          = NBGattling_A2.NBGattling_A2
13892        AnimationMode      = LOOP
13893        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13894      End
13895      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
13896        Model              = NBGattling_EN
13897        Animation          = NBGattling_A2.NBGattling_A2
13898        AnimationMode      = LOOP
13899        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13900      End
13901      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
13902        Model              = NBGattling_S
13903        Animation          = NBGattling_A2.NBGattling_A2
13904        AnimationMode      = LOOP
13905        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13906      End
13907      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
13908        Model              = NBGattling_DS
13909        Animation          = NBGattling_A2.NBGattling_A2
13910        AnimationMode      = LOOP
13911        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13912      End
13913      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
13914        Model              = NBGattling_ES
13915        Animation          = NBGattling_A2.NBGattling_A2
13916        AnimationMode      = LOOP
13917        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13918      End
13919      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
13920        Model              = NBGattling_NS
13921        Animation          = NBGattling_A2.NBGattling_A2
13922        AnimationMode      = LOOP
13923        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13924      End
13925      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
13926        Model              = NBGattling_DNS
13927        Animation          = NBGattling_A2.NBGattling_A2
13928        AnimationMode      = LOOP
13929        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13930      End
13931      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
13932        Model              = NBGattling_ENS
13933        Animation          = NBGattling_A2.NBGattling_A2
13934        AnimationMode      = LOOP
13935        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13936      End
13937  
13938      ConditionState       = AWAITING_CONSTRUCTION 
13939        Model              = NONE
13940      End
13941      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
13942      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
13943      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
13944      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
13945      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
13946      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
13947      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
13948      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
13949      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
13950      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
13951      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
13952      AliasConditionState  = SOLD 
13953      AliasConditionState  = SOLD DAMAGED
13954      AliasConditionState  = SOLD REALLYDAMAGED
13955      AliasConditionState  = SOLD NIGHT
13956      AliasConditionState  = SOLD NIGHT DAMAGED
13957      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
13958      AliasConditionState  = SOLD SNOW
13959      AliasConditionState  = SOLD SNOW DAMAGED
13960      AliasConditionState  = SOLD SNOW REALLYDAMAGED
13961      AliasConditionState  = SOLD NIGHT SNOW
13962      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
13963      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
13964      ;**************************************************************************************************************************
13965     
13966    End
13967    
13968    
13969  
13970  
13971    ; ------------ construction-zone fence -----------------
13972    Draw = W3DModelDraw ModuleTag_02
13973    AnimationsRequirePower = No
13974  
13975      DefaultConditionState
13976        Model           = None
13977        TransitionKey   = DOWN_DEFAULT
13978      End
13979      ConditionState    = NIGHT
13980        Model           = None
13981        TransitionKey   = DOWN_DEFAULT
13982      End
13983      ConditionState    = SNOW
13984        Model           = None
13985        TransitionKey   = DOWN_DEFAULT
13986      End
13987      ConditionState    = SNOW NIGHT
13988        Model           = None
13989        TransitionKey   = DOWN_DEFAULT
13990      End
13991      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
13992        Model           = NBGattling_A4
13993        Animation       = NBGattling_A4.NBGattling_A4
13994        AnimationMode   = MANUAL
13995        Flags           = START_FRAME_LAST
13996        TransitionKey   = UP_DAY
13997      End
13998      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
13999        Model           = NBGattling_A4N
14000        Animation       = NBGattling_A4N.NBGattling_A4N
14001        AnimationMode   = MANUAL
14002        Flags           = START_FRAME_LAST
14003        TransitionKey   = UP_NIGHT
14004      End
14005      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14006        Model           = NBGattling_A4S
14007        Animation       = NBGattling_A4S.NBGattling_A4S
14008        AnimationMode   = MANUAL
14009        Flags           = START_FRAME_LAST
14010        TransitionKey   = UP_SNOW
14011      End
14012      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14013        Model           = NBGattling_A4SN
14014        Animation       = NBGattling_A4SN.NBGattling_A4SN
14015        AnimationMode   = MANUAL
14016        Flags           = START_FRAME_LAST
14017        TransitionKey   = UP_SNOWNIGHT
14018      End
14019      TransitionState   = DOWN_DEFAULT UP_DAY
14020        Model           = NBGattling_A4
14021        Animation       = NBGattling_A4.NBGattling_A4
14022        AnimationMode   = ONCE
14023        AnimationSpeedFactorRange = 1.0 1.0
14024        Flags           = START_FRAME_FIRST
14025      End
14026      TransitionState   = DOWN_DEFAULT UP_NIGHT
14027        Model           = NBGattling_A4N
14028        Animation       = NBGattling_A4N.NBGattling_A4N
14029        AnimationMode   = ONCE
14030        AnimationSpeedFactorRange = 1.0 1.0
14031        Flags           = START_FRAME_FIRST
14032      End
14033      TransitionState   = DOWN_DEFAULT UP_SNOW
14034        Model           = NBGattling_A4S
14035        Animation       = NBGattling_A4S.NBGattling_A4S
14036        AnimationMode   = ONCE
14037        AnimationSpeedFactorRange = 1.0 1.0
14038        Flags           = START_FRAME_FIRST
14039      End
14040      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
14041        Model           = NBGattling_A4SN
14042        Animation       = NBGattling_A4SN.NBGattling_A4SN
14043        AnimationMode   = ONCE
14044        AnimationSpeedFactorRange = 1.0 1.0
14045        Flags           = START_FRAME_FIRST
14046      End
14047      TransitionState   = UP_DAY DOWN_DEFAULT
14048        Model           = NBGattling_A4
14049        Animation       = NBGattling_A4.NBGattling_A4
14050        AnimationMode   = ONCE_BACKWARDS
14051        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14052        Flags           = START_FRAME_LAST
14053      End
14054      TransitionState   = UP_NIGHT DOWN_DEFAULT
14055        Model           = NBGattling_A4N
14056        Animation       = NBGattling_A4N.NBGattling_A4N
14057        AnimationMode   = ONCE_BACKWARDS
14058        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14059        Flags           = START_FRAME_LAST
14060      End
14061      TransitionState   = UP_SNOW DOWN_DEFAULT
14062        Model           = NBGattling_A4S
14063        Animation       = NBGattling_A4S.NBGattling_A4S
14064        AnimationMode   = ONCE_BACKWARDS
14065        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14066        Flags           = START_FRAME_LAST
14067      End
14068      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
14069        Model           = NBGattling_A4SN
14070        Animation       = NBGattling_A4SN.NBGattling_A4SN
14071        AnimationMode   = ONCE_BACKWARDS
14072        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14073        Flags           = START_FRAME_LAST
14074      End
14075    End
14076  
14077    ; ------------ under-construction scaffolding -----------------
14078    Draw = W3DModelDraw ModuleTag_03
14079    AnimationsRequirePower = No
14080      MinLODRequired = MEDIUM
14081      DefaultConditionState
14082        Model           = None
14083        TransitionKey   = DOWN_DEFAULT
14084      End
14085      ConditionState    = NIGHT
14086        Model           = None
14087        TransitionKey   = DOWN_DEFAULT
14088      End
14089      ConditionState    = SNOW
14090        Model           = None
14091        TransitionKey   = DOWN_DEFAULT
14092      End
14093      ConditionState    = SNOW NIGHT
14094        Model           = None
14095        TransitionKey   = DOWN_DEFAULT
14096      End
14097      ConditionState    = PARTIALLY_CONSTRUCTED
14098        Model           = NBGattling_A6
14099        Animation       = NBGattling_A6.NBGattling_A6
14100        AnimationMode   = MANUAL
14101        Flags           = START_FRAME_LAST
14102        TransitionKey   = UP_DAY
14103        ParticleSysBone = Smoke01 BuildUpSmokeChina
14104        ParticleSysBone = Smoke02 BuildUpSmokeChina
14105        ParticleSysBone = Smoke03 BuildUpSmokeChina
14106      End
14107      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
14108        Model           = NBGattling_A6N
14109        Animation       = NBGattling_A6N.NBGattling_A6N
14110        AnimationMode   = MANUAL
14111        Flags           = START_FRAME_LAST
14112        TransitionKey   = UP_NIGHT
14113        ParticleSysBone = Smoke01 BuildUpSmokeChina
14114        ParticleSysBone = Smoke02 BuildUpSmokeChina
14115        ParticleSysBone = Smoke03 BuildUpSmokeChina
14116      End
14117      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
14118        Model           = NBGattling_A6S
14119        Animation       = NBGattling_A6S.NBGattling_A6S
14120        AnimationMode   = MANUAL
14121        Flags           = START_FRAME_LAST
14122        TransitionKey   = UP_SNOW
14123        ParticleSysBone = Smoke01 BuildUpSnowSmoke
14124        ParticleSysBone = Smoke02 BuildUpSnowSmoke
14125        ParticleSysBone = Smoke03 BuildUpSnowSmoke
14126      End
14127      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
14128        Model           = NBGattling_A6SN
14129        Animation       = NBGattling_A6SN.NBGattling_A6SN
14130        AnimationMode   = MANUAL
14131        Flags           = START_FRAME_LAST
14132        TransitionKey   = UP_SNOWNIGHT
14133        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
14134        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
14135        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
14136      End
14137      TransitionState   = DOWN_DEFAULT UP_DAY
14138       Model            = NBGattling_A6
14139        Animation       = NBGattling_A6.NBGattling_A6
14140        AnimationMode   = ONCE
14141        AnimationSpeedFactorRange = 1.0 1.0
14142        Flags           = START_FRAME_FIRST
14143      End
14144      TransitionState   = DOWN_DEFAULT UP_NIGHT
14145       Model            = NBGattling_A6N
14146        Animation       = NBGattling_A6N.NBGattling_A6N
14147        AnimationMode   = ONCE
14148        AnimationSpeedFactorRange = 1.0 1.0
14149        Flags           = START_FRAME_FIRST
14150      End
14151      TransitionState   = DOWN_DEFAULT UP_SNOW
14152       Model            = NBGattling_A6S
14153        Animation       = NBGattling_A6S.NBGattling_A6S
14154        AnimationMode   = ONCE
14155        AnimationSpeedFactorRange = 1.0 1.0
14156        Flags           = START_FRAME_FIRST
14157      End
14158      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
14159       Model            = NBGattling_A6SN
14160        Animation       = NBGattling_A6SN.NBGattling_A6SN
14161        AnimationMode   = ONCE
14162        AnimationSpeedFactorRange = 1.0 1.0
14163        Flags           = START_FRAME_FIRST
14164      End
14165      TransitionState   = UP_DAY DOWN_DEFAULT
14166        Model           = NBGattling_A6
14167        Animation       = NBGattling_A6.NBGattling_A6
14168        AnimationMode   = ONCE_BACKWARDS
14169        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14170        Flags           = START_FRAME_LAST
14171      End
14172      TransitionState   = UP_NIGHT DOWN_DEFAULT
14173        Model           = NBGattling_A6N
14174        Animation       = NBGattling_A6N.NBGattling_A6N
14175        AnimationMode   = ONCE_BACKWARDS
14176        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14177        Flags           = START_FRAME_LAST
14178      End
14179      TransitionState   = UP_SNOW DOWN_DEFAULT
14180        Model           = NBGattling_A6S
14181        Animation       = NBGattling_A6S.NBGattling_A6S
14182        AnimationMode   = ONCE_BACKWARDS
14183        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14184        Flags           = START_FRAME_LAST
14185      End
14186      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
14187        Model           = NBGattling_A6SN
14188        Animation       = NBGattling_A6SN.NBGattling_A6SN
14189        AnimationMode   = ONCE_BACKWARDS
14190        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14191        Flags           = START_FRAME_LAST
14192      End
14193    End
14194  
14195    PlacementViewAngle = -45
14196  
14197    ; ***DESIGN parameters ***
14198    DisplayName      = OBJECT:GattlingCannon
14199    Side             = ChinaTankGeneral
14200    EditorSorting    = STRUCTURE
14201    Prerequisites
14202      Object         = Tank_ChinaPowerPlant
14203    End
14204    BuildCost        = 1200
14205    BuildTime        = 25.0           ; in seconds
14206    EnergyProduction = -3
14207  
14208    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
14209  
14210    WeaponSet
14211      Conditions          = None 
14212      Weapon              = PRIMARY GattlingBuildingGun
14213      AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
14214      Weapon              = SECONDARY GattlingBuildingGunAir
14215      AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
14216      PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
14217    End
14218    
14219    VisionRange      = 360.0           ; Shroud clearing distance AND targeting range
14220    ShroudClearingRange = 360
14221    
14222    ArmorSet
14223      Conditions     = None
14224      Armor          = BaseDefenseArmor
14225      DamageFX       = StructureDamageFXNoShake
14226    End
14227    CommandSet       = Tank_ChinaGattlingCannonCommandSet
14228  
14229    ;Behavior = AIUpdateInterface ModuleTag_20
14230    ;  AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
14231    ;  MoodAttackCheckRate        = 250
14232    ;End
14233  
14234    ; *** AUDIO Parameters ***
14235    VoiceSelect      = GattlingCannonSelect
14236    SoundOnDamaged        = BuildingDamagedStateLight
14237    SoundOnReallyDamaged  = BuildingDestroy
14238  
14239    UnitSpecificSounds
14240      UnderConstruction     = UnderConstructionLoop
14241      VoiceRapidFire        = NoSound
14242    End
14243  
14244    UnitSpecificSounds
14245      TurretMoveStart = NoSound
14246      TurretMoveLoop  = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud
14247    End
14248  
14249    ; *** ENGINEERING Parameters ***
14250    RadarPriority     = STRUCTURE
14251    KindOf            = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE
14252    Body              = StructureBody ModuleTag_05
14253      MaxHealth       = 1000.0
14254      InitialHealth   = 1000.0
14255  
14256      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
14257      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
14258      SubdualDamageCap = 1200
14259      SubdualDamageHealRate = 500
14260      SubdualDamageHealAmount = 100
14261    End
14262  
14263    Behavior = StealthDetectorUpdate ModuleTag_13
14264      DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
14265      DetectionRange   = 200   ;Dustin, enable this for independant balancing!
14266      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
14267      CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
14268    End
14269  
14270    Behavior = GenerateMinefieldBehavior     ModuleTag_04
14271      TriggeredBy           = Upgrade_ChinaMines
14272      MineName              = ChinaStandardMine
14273      SmartBorder           = Yes
14274      AlwaysCircular        = Yes
14275  
14276      Upgradable            = Yes
14277      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
14278      UpgradedMineName      = ChinaEMPMine
14279    End
14280  
14281    Behavior = AIUpdateInterface ModuleTag_06
14282      Turret
14283        ControlledWeaponSlots = PRIMARY SECONDARY
14284        TurretTurnRate      = 180   // turn rate, in degrees per sec
14285        TurretPitchRate     = 180
14286        AllowsPitch         = Yes
14287        FiresWhileTurning   = Yes
14288        NaturalTurretPitch  = 45 ; this keeps it aimed half way between land and sky
14289        MinIdleScanInterval   = 250    ; in milliseconds
14290        MaxIdleScanInterval   = 250   ; in milliseconds
14291        MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
14292        MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
14293      End
14294      AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
14295      MoodAttackCheckRate        = 250
14296    End
14297  
14298    Behavior = ProductionUpdate ModuleTag_07
14299      ; nothing, but is required if we have any Object-level Upgrades!
14300    End
14301  
14302    Behavior             = DestroyDie ModuleTag_08
14303      ;nothing
14304    End
14305    Behavior             = FXListDie ModuleTag_09
14306      DeathFX       = FX_StructureTinyDeath
14307    End
14308  
14309    Behavior = ProductionUpdate ModuleTag_10
14310      ; nothing
14311    End
14312    
14313    Behavior        = CreateObjectDie ModuleTag_11
14314      CreationList  = OCL_LargeStructureDebris
14315    End
14316  
14317    Behavior = FlammableUpdate ModuleTag_12
14318      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
14319      AflameDamageAmount = 5       ; taking this much damage...
14320      AflameDamageDelay = 500       ; this often.
14321    End
14322  
14323    Behavior = TransitionDamageFX ModuleTag_14
14324      ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
14325      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
14326      ;---------------------------------------------------------------------------------------
14327      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
14328      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
14329      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
14330    End
14331  
14332    Behavior = WeaponBonusUpgrade ModuleTag_15
14333      TriggeredBy = Upgrade_ChinaChainGuns
14334    End
14335  
14336    Behavior = CommandSetUpgrade ModuleTag_25
14337      CommandSet = Tank_ChinaGattlingCannonCommandSetUpgrade
14338      TriggeredBy = Upgrade_ChinaMines
14339    End
14340    Behavior = ArmorUpgrade ModuleTag_26
14341      TriggeredBy = Upgrade_ChinaEMPMines
14342    End
14343  
14344    Geometry            = BOX
14345    GeometryMajorRadius = 8.0
14346    GeometryMinorRadius = 8.0
14347    GeometryHeight      = 20.0
14348    GeometryIsSmall     = No      
14349    Shadow              = SHADOW_VOLUME
14350    BuildCompletion     = PLACED_BY_PLAYER
14351  
14352  End
14353  
14354  
14355  
14356  
14357  
14358  
14359  
14360  
14361  
14362  ;------------------------------------------------------------------------------
14363  Object Tank_ChinaInternetCenter
14364  
14365    ; *** ART Parameters ***
14366    
14367    ; ------------ the main building itself -----------------
14368    SelectPortrait         = SNIntCnt_L
14369    ButtonImage            = SNIntCnt
14370    Draw                   = W3DModelDraw ModuleTag_01
14371      OkToChangeModelColor = Yes
14372      
14373      ; DAY ************************************
14374      DefaultConditionState
14375        Model              = NBINTCNT
14376        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14377      End
14378  
14379      ConditionState = USER_1   ; User 1 is set by an upgrade module.  First doors opening
14380        Model = NBINTCNT_A2
14381        Animation = NBINTCNT_A2.NBINTCNT_A2
14382        AnimationMode = ONCE
14383      End
14384  
14385      ConditionState = USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14386        Model = NBINTCNT_A2F
14387        Animation = NBINTCNT_A2F.NBINTCNT_A2F
14388        AnimationMode = ONCE
14389      End
14390  
14391      ConditionState       = DAMAGED
14392        Model              = NBINTCNT_D
14393      End
14394  
14395      ConditionState = DAMAGED USER_1   ; User 1 is set by an upgrade module.  First doors opening
14396        Model = NBINTCNT_A2D
14397        Animation = NBINTCNT_A2D.NBINTCNT_A2D
14398        AnimationMode = ONCE
14399      End
14400  
14401      ConditionState = DAMAGED USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14402        Model = NBINTCNT_A2FD
14403        Animation = NBINTCNT_A2FD.NBINTCNT_A2FD
14404        AnimationMode = ONCE
14405      End
14406  
14407      ConditionState       = REALLYDAMAGED
14408        Model              = NBINTCNT_E
14409        ParticleSysBone    = Smoke01 SmolderingSmoke
14410        ParticleSysBone    = Smoke02 SmolderingSmoke
14411        ParticleSysBone    = Smoke03 SmolderingSmoke
14412        ParticleSysBone    = Smoke04 SmolderingSmoke
14413        ParticleSysBone    = Smoke05 SmokeFactionLarge
14414        ParticleSysBone    = Smoke06 SmokeFactionLarge
14415        ParticleSysBone    = Fire01 SmolderingFire
14416        ParticleSysBone    = Fire02 SmolderingFire
14417        ParticleSysBone    = Fire03 FireFactionLarge
14418      End
14419      AliasConditionState = RUBBLE
14420  
14421      ConditionState = REALLYDAMAGED USER_1   ; User 1 is set by an upgrade module.  First doors opening
14422        Model = NBINTCNT_A2E
14423        Animation = NBINTCNT_A2E.NBINTCNT_A2E
14424        AnimationMode = ONCE
14425      End
14426      AliasConditionState = RUBBLE USER_1
14427  
14428      ConditionState = REALLYDAMAGED USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14429        Model = NBINTCNT_A2FE
14430        Animation = NBINTCNT_A2FE.NBINTCNT_A2FE
14431        AnimationMode = ONCE
14432      End
14433      AliasConditionState = RUBBLE USER_1 USER_2
14434  
14435      ;NIGHT ***********************************
14436      ConditionState       = NIGHT
14437        Model              = NBINTCNT_N
14438      End
14439  
14440      ConditionState = NIGHT USER_1   ; User 1 is set by an upgrade module.  First doors opening
14441        Model = NBINTCNT_A2N
14442        Animation = NBINTCNT_A2N.NBINTCNT_A2N
14443        AnimationMode = ONCE
14444      End
14445  
14446      ConditionState = NIGHT USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14447        Model = NBINTCNT_A2FN
14448        Animation = NBINTCNT_A2FN.NBINTCNT_A2FN
14449        AnimationMode = ONCE
14450      End
14451  
14452      ConditionState       = DAMAGED NIGHT
14453        Model              = NBINTCNT_DN
14454      End
14455  
14456      ConditionState = DAMAGED NIGHT USER_1   ; User 1 is set by an upgrade module.  First doors opening
14457        Model = NBINTCNT_A2DN
14458        Animation = NBINTCNT_A2DN.NBINTCNT_A2DN
14459        AnimationMode = ONCE
14460      End
14461  
14462      ConditionState = DAMAGED NIGHT USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14463        Model = NBINTCNT_A2FDN
14464        Animation = NBINTCNT_A2FDN.NBINTCNT_A2FDN
14465        AnimationMode = ONCE
14466      End
14467  
14468      ConditionState    = REALLYDAMAGED NIGHT
14469        Model           = NBINTCNT_EN
14470        ParticleSysBone    = Smoke01 SmolderingSmoke
14471        ParticleSysBone    = Smoke02 SmolderingSmoke
14472        ParticleSysBone    = Smoke03 SmolderingSmoke
14473        ParticleSysBone    = Smoke04 SmolderingSmoke
14474        ParticleSysBone    = Smoke05 SmokeFactionLarge
14475        ParticleSysBone    = Smoke06 SmokeFactionLarge
14476        ParticleSysBone    = Fire01 SmolderingFire
14477        ParticleSysBone    = Fire02 SmolderingFire
14478        ParticleSysBone    = Fire03 FireFactionLarge
14479      End
14480      AliasConditionState = RUBBLE NIGHT
14481  
14482      ConditionState = REALLYDAMAGED NIGHT USER_1   ; User 1 is set by an upgrade module.  First doors opening
14483        Model = NBINTCNT_A2EN
14484        Animation = NBINTCNT_A2EN.NBINTCNT_A2EN
14485        AnimationMode = ONCE
14486      End
14487      AliasConditionState = RUBBLE NIGHT USER_1
14488  
14489      ConditionState = REALLYDAMAGED NIGHT USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14490        Model = NBINTCNT_A2FEN
14491        Animation = NBINTCNT_A2FEN.NBINTCNT_A2FEN
14492        AnimationMode = ONCE
14493      End
14494      AliasConditionState = RUBBLE NIGHT USER_1 USER_2
14495      
14496      ;SNOW *************************************
14497      ConditionState       = SNOW
14498        Model              = NBINTCNT_S
14499      End
14500  
14501      ConditionState = SNOW USER_1   ; User 1 is set by an upgrade module.  First doors opening
14502        Model = NBINTCNT_A2S
14503        Animation = NBINTCNT_A2S.NBINTCNT_A2S
14504        AnimationMode = ONCE
14505      End
14506  
14507      ConditionState = SNOW USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14508        Model = NBINTCNT_A2FS
14509        Animation = NBINTCNT_A2FS.NBINTCNT_A2FS
14510        AnimationMode = ONCE
14511      End
14512  
14513      ConditionState       = DAMAGED SNOW
14514        Model              = NBINTCNT_DS
14515      End
14516  
14517      ConditionState = DAMAGED SNOW USER_1   ; User 1 is set by an upgrade module.  First doors opening
14518        Model = NBINTCNT_A2DS
14519        Animation = NBINTCNT_A2DS.NBINTCNT_A2DS
14520        AnimationMode = ONCE
14521      End
14522  
14523      ConditionState = DAMAGED SNOW USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14524        Model = NBINTCNT_A2FDS
14525        Animation = NBINTCNT_A2FDS.NBINTCNT_A2FDS
14526        AnimationMode = ONCE
14527      End
14528  
14529      ConditionState       = REALLYDAMAGED SNOW
14530        Model              = NBINTCNT_ES
14531        ParticleSysBone    = Smoke01 SmolderingSmoke
14532        ParticleSysBone    = Smoke02 SmolderingSmoke
14533        ParticleSysBone    = Smoke03 SmolderingSmoke
14534        ParticleSysBone    = Smoke04 SmolderingSmoke
14535        ParticleSysBone    = Smoke05 SmokeFactionLarge
14536        ParticleSysBone    = Smoke06 SmokeFactionLarge
14537        ParticleSysBone    = Fire01 SmolderingFire
14538        ParticleSysBone    = Fire02 SmolderingFire
14539        ParticleSysBone    = Fire03 FireFactionLarge
14540      End
14541      AliasConditionState = RUBBLE SNOW
14542  
14543      ConditionState = REALLYDAMAGED SNOW USER_1   ; User 1 is set by an upgrade module.  First doors opening
14544        Model = NBINTCNT_A2ES
14545        Animation = NBINTCNT_A2ES.NBINTCNT_A2ES
14546        AnimationMode = ONCE
14547      End
14548      AliasConditionState = RUBBLE SNOW USER_1
14549  
14550      ConditionState = REALLYDAMAGED SNOW USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14551        Model = NBINTCNT_A2FES
14552        Animation = NBINTCNT_A2FES.NBINTCNT_A2FES
14553        AnimationMode = ONCE
14554      End
14555      AliasConditionState = RUBBLE SNOW USER_1 USER_2
14556  
14557      ;NIGHT SNOW *****************************
14558      ConditionState       = NIGHT SNOW
14559        Model              = NBINTCNT_NS
14560      End
14561  
14562      ConditionState = NIGHT SNOW USER_1   ; User 1 is set by an upgrade module.  First doors opening
14563        Model = NBINTCNT_A2NS
14564        Animation = NBINTCNT_A2NS.NBINTCNT_A2NS
14565        AnimationMode = ONCE
14566      End
14567  
14568      ConditionState = NIGHT SNOW USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14569        Model = NBINTCNT_A2FNS
14570        Animation = NBINTCNT_A2FNS.NBINTCNT_A2FNS
14571        AnimationMode = ONCE
14572      End
14573  
14574      ConditionState       = DAMAGED NIGHT SNOW
14575        Model              = NBINTCNT_DNS
14576      End
14577  
14578      ConditionState = DAMAGED NIGHT SNOW USER_1   ; User 1 is set by an upgrade module.  First doors opening
14579        Model = NBINTCNT_A2DNS
14580        Animation = NBINTCNT_A2DNS.NBINTCNT_A2DNS
14581        AnimationMode = ONCE
14582      End
14583  
14584      ConditionState = DAMAGED NIGHT SNOW USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14585        Model = NBINTCNT_A2FDNS
14586        Animation = NBINTCNT_A2FDNS.NBINTCNT_A2FDNS
14587        AnimationMode = ONCE
14588      End
14589  
14590      ConditionState    = REALLYDAMAGED NIGHT SNOW
14591        Model           = NBINTCNT_ENS
14592        ParticleSysBone    = Smoke01 SmolderingSmoke
14593        ParticleSysBone    = Smoke02 SmolderingSmoke
14594        ParticleSysBone    = Smoke03 SmolderingSmoke
14595        ParticleSysBone    = Smoke04 SmolderingSmoke
14596        ParticleSysBone    = Smoke05 SmokeFactionLarge
14597        ParticleSysBone    = Smoke06 SmokeFactionLarge
14598        ParticleSysBone    = Fire01 SmolderingFire
14599        ParticleSysBone    = Fire02 SmolderingFire
14600        ParticleSysBone    = Fire03 FireFactionLarge
14601      End   
14602      AliasConditionState = RUBBLE NIGHT SNOW
14603  
14604      ConditionState = REALLYDAMAGED NIGHT SNOW USER_1   ; User 1 is set by an upgrade module.  First doors opening
14605        Model = NBINTCNT_A2ENS
14606        Animation = NBINTCNT_A2ENS.NBINTCNT_A2ENS
14607        AnimationMode = ONCE
14608      End
14609      AliasConditionState = RUBBLE NIGHT SNOW USER_1
14610  
14611      ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 USER_2   ; Second doors opening (Can't get the second without the first)
14612        Model = NBINTCNT_A2FENS
14613        Animation = NBINTCNT_A2FENS.NBINTCNT_A2FENS
14614        AnimationMode = ONCE
14615      End
14616      AliasConditionState = RUBBLE NIGHT SNOW USER_1 USER_2
14617      
14618      ;**************************************************************************************************************************
14619      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
14620      ;for this draw module
14621      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14622        Model              = NBINTCNT
14623        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14624      End
14625      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
14626        Model              = NBINTCNT_D
14627        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14628      End
14629      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
14630        Model              = NBINTCNT_E
14631        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14632      End
14633      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
14634        Model              = NBINTCNT_N
14635        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14636      End
14637      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
14638        Model              = NBINTCNT_DN
14639        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14640      End
14641      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
14642        Model              = NBINTCNT_EN
14643        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14644      End
14645      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
14646        Model              = NBINTCNT_S
14647        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14648      End
14649      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
14650        Model              = NBINTCNT_DS
14651        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14652      End
14653      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
14654        Model              = NBINTCNT_ES
14655        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14656      End
14657      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
14658        Model              = NBINTCNT_NS
14659        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14660      End
14661      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
14662        Model              = NBINTCNT_DNS
14663        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14664      End
14665      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
14666        Model              = NBINTCNT_ENS
14667        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14668      End
14669  
14670      ConditionState       = AWAITING_CONSTRUCTION 
14671        Model              = NONE
14672      End
14673      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
14674      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
14675      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
14676      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
14677      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
14678      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
14679      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
14680      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
14681      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
14682      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
14683      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
14684      AliasConditionState  = SOLD 
14685      AliasConditionState  = SOLD DAMAGED
14686      AliasConditionState  = SOLD REALLYDAMAGED
14687      AliasConditionState  = SOLD NIGHT
14688      AliasConditionState  = SOLD NIGHT DAMAGED
14689      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
14690      AliasConditionState  = SOLD SNOW
14691      AliasConditionState  = SOLD SNOW DAMAGED
14692      AliasConditionState  = SOLD SNOW REALLYDAMAGED
14693      AliasConditionState  = SOLD NIGHT SNOW
14694      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
14695      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
14696      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED USER_1 USER_2
14697      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 USER_2
14698      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT USER_1 USER_2
14699      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 USER_2
14700      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 USER_2
14701      AliasConditionState  = AWAITING_CONSTRUCTION SNOW USER_1 USER_2
14702      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 USER_2
14703      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 USER_2
14704      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 USER_2
14705      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 USER_2
14706      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 USER_2
14707      AliasConditionState  = SOLD  USER_1 USER_2
14708      AliasConditionState  = SOLD DAMAGED USER_1 USER_2
14709      AliasConditionState  = SOLD REALLYDAMAGED USER_1 USER_2
14710      AliasConditionState  = SOLD NIGHT USER_1 USER_2
14711      AliasConditionState  = SOLD NIGHT DAMAGED USER_1 USER_2
14712      AliasConditionState  = SOLD NIGHT REALLYDAMAGED USER_1 USER_2
14713      AliasConditionState  = SOLD SNOW USER_1 USER_2
14714      AliasConditionState  = SOLD SNOW DAMAGED USER_1 USER_2
14715      AliasConditionState  = SOLD SNOW REALLYDAMAGED USER_1 USER_2
14716      AliasConditionState  = SOLD NIGHT SNOW USER_1 USER_2
14717      AliasConditionState  = SOLD NIGHT SNOW DAMAGED USER_1 USER_2
14718      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED USER_1 USER_2
14719      ;**************************************************************************************************************************
14720    End
14721  
14722    ; ------------ Fan in back --------------
14723    Draw = W3DModelDraw ModuleTag_02
14724      DefaultConditionState
14725        Model           = NBINTCNT_F
14726        Animation = NBINTCNT_F.NBINTCNT_F
14727        AnimationMode = LOOP
14728        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14729      End
14730    End
14731  
14732  
14733    ; ------------- First Satellite -----------
14734    Draw = W3DModelDraw ModuleTag_03
14735      ConditionState = NONE
14736        Model           = None
14737        TransitionKey = Trans_Down
14738      End
14739      AliasConditionState = SOLD
14740      AliasConditionState = AWAITING_CONSTRUCTION
14741      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED
14742      AliasConditionState = AWAITING_CONSTRUCTION USER_1
14743      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1
14744  
14745      ConditionState = DAMAGED
14746        Model           = None
14747        TransitionKey = Trans_Down_Damaged
14748      End
14749      AliasConditionState = SOLD DAMAGED
14750      AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
14751      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED
14752      AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED
14753      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED
14754  
14755      ConditionState = REALLYDAMAGED
14756        Model           = None
14757        TransitionKey = Trans_Down_Really_Damaged
14758      End
14759      AliasConditionState = SOLD REALLYDAMAGED
14760      AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
14761      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
14762      AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED
14763      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED
14764  
14765  
14766      TransitionState = Trans_Down Trans_Up
14767        Model           = NBINTCNT_AB
14768        Animation = NBINTCNT_AB.NBINTCNT_AB
14769        AnimationMode = ONCE
14770      End
14771      TransitionState = Trans_Down_Damaged Trans_Up_Damaged
14772        Model           = NBINTCNT_DAB
14773        Animation = NBINTCNT_DAB.NBINTCNT_DAB
14774        AnimationMode = ONCE
14775      End
14776      TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged
14777        Model           = NBINTCNT_EAB
14778        Animation = NBINTCNT_EAB.NBINTCNT_EAB
14779        AnimationMode = ONCE
14780      End
14781  
14782  
14783      ConditionState = USER_1
14784        Model           = NBINTCNT_AC
14785        Animation = NBINTCNT_AC.NBINTCNT_AC
14786        AnimationMode = LOOP
14787        TransitionKey = Trans_Up
14788        Flags = MAINTAIN_FRAME_ACROSS_STATES
14789      End
14790  
14791      ConditionState = USER_1 DAMAGED
14792        Model           = NBINTCNT_DAC
14793        Animation = NBINTCNT_DAC.NBINTCNT_DAC
14794        AnimationMode = LOOP
14795        TransitionKey = Trans_Up_Damaged
14796        Flags = MAINTAIN_FRAME_ACROSS_STATES
14797      End
14798  
14799      ConditionState = USER_1 REALLYDAMAGED
14800        Model           = NBINTCNT_EAC
14801        Animation = NBINTCNT_EAC.NBINTCNT_EAC
14802        AnimationMode = LOOP
14803        TransitionKey = Trans_Up_Really_Damaged
14804        Flags = MAINTAIN_FRAME_ACROSS_STATES
14805      End
14806  
14807  
14808      TransitionState = Trans_Up Trans_Down
14809        Model           = NBINTCNT_AB
14810        Animation = NBINTCNT_AB.NBINTCNT_AB
14811        AnimationMode = ONCE_BACKWARDS
14812      End
14813      TransitionState = Trans_Up_Damaged Trans_Down_Damaged
14814        Model           = NBINTCNT_DAB
14815        Animation = NBINTCNT_DAB.NBINTCNT_DAB
14816        AnimationMode = ONCE_BACKWARDS
14817      End
14818      TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged
14819        Model           = NBINTCNT_EAB
14820        Animation = NBINTCNT_EAB.NBINTCNT_EAB
14821        AnimationMode = ONCE_BACKWARDS
14822      End
14823    End
14824  
14825    ; ------------- Second Satellite -----------
14826    Draw = W3DModelDraw ModuleTag_04
14827      ConditionState = NONE
14828        Model           = None
14829        TransitionKey = Trans_Down
14830      End
14831      AliasConditionState = SOLD
14832      AliasConditionState = AWAITING_CONSTRUCTION
14833      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED
14834      AliasConditionState = AWAITING_CONSTRUCTION USER_1
14835      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1
14836  
14837      ConditionState = DAMAGED
14838        Model           = None
14839        TransitionKey = Trans_Down_Damaged
14840      End
14841      AliasConditionState = SOLD DAMAGED
14842      AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
14843      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED
14844      AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED
14845      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED
14846  
14847      ConditionState = REALLYDAMAGED
14848        Model           = None
14849        TransitionKey = Trans_Down_Really_Damaged
14850      End
14851      AliasConditionState = SOLD REALLYDAMAGED
14852      AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
14853      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
14854      AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED
14855      AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED
14856  
14857  
14858      TransitionState = Trans_Down Trans_Up
14859        Model           = NBINTCNT_AF
14860        Animation = NBINTCNT_AF.NBINTCNT_AF
14861        AnimationMode = ONCE
14862      End
14863      TransitionState = Trans_Down_Damaged Trans_Up_Damaged
14864        Model           = NBINTCNT_DAF
14865        Animation = NBINTCNT_DAF.NBINTCNT_DAF
14866        AnimationMode = ONCE
14867      End
14868      TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged
14869        Model           = NBINTCNT_EAF
14870        Animation = NBINTCNT_EAF.NBINTCNT_EAF
14871        AnimationMode = ONCE
14872      End
14873  
14874      ConditionState = USER_2
14875        Model           = NBINTCNT_AG
14876        Animation = NBINTCNT_AG.NBINTCNT_AG
14877        AnimationMode = LOOP
14878        TransitionKey = Trans_Up
14879        Flags = MAINTAIN_FRAME_ACROSS_STATES
14880      End
14881      ConditionState = USER_2 DAMAGED
14882        Model           = NBINTCNT_DAG
14883        Animation = NBINTCNT_DAG.NBINTCNT_DAG
14884        AnimationMode = LOOP
14885        TransitionKey = Trans_Up_Damaged
14886        Flags = MAINTAIN_FRAME_ACROSS_STATES
14887      End
14888      ConditionState = USER_2 REALLYDAMAGED
14889        Model           = NBINTCNT_EAG
14890        Animation = NBINTCNT_EAG.NBINTCNT_EAG
14891        AnimationMode = LOOP
14892        TransitionKey = Trans_Up_Really_Damaged
14893        Flags = MAINTAIN_FRAME_ACROSS_STATES
14894      End
14895  
14896      TransitionState = Trans_Up Trans_Down
14897        Model           = NBINTCNT_AF
14898        Animation = NBINTCNT_AF.NBINTCNT_AF
14899        AnimationMode = ONCE_BACKWARDS
14900      End
14901      TransitionState = Trans_Up_Damaged Trans_Down_Damaged
14902        Model           = NBINTCNT_DAF
14903        Animation = NBINTCNT_DAF.NBINTCNT_DAF
14904        AnimationMode = ONCE_BACKWARDS
14905      End
14906      TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged
14907        Model           = NBINTCNT_EAF
14908        Animation = NBINTCNT_EAF.NBINTCNT_EAF
14909        AnimationMode = ONCE_BACKWARDS
14910      End
14911  
14912    End
14913  
14914    ; ------------ construction-zone fence -----------------
14915    Draw = W3DModelDraw ModuleTag_05
14916    AnimationsRequirePower = No
14917      DefaultConditionState
14918        Model           = None
14919        TransitionKey   = DOWN_DEFAULT
14920      End
14921      ConditionState    = NIGHT
14922        Model           = None
14923        TransitionKey   = DOWN_DEFAULT
14924      End
14925      ConditionState    = SNOW
14926        Model           = None
14927        TransitionKey   = DOWN_DEFAULT
14928      End
14929      ConditionState    = SNOW NIGHT
14930        Model           = None
14931        TransitionKey   = DOWN_DEFAULT
14932      End
14933      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14934        Model           = NBSupCent_A4
14935        Animation       = NBSupCent_A4.NBSupCent_A4
14936        AnimationMode   = MANUAL
14937        Flags           = START_FRAME_LAST
14938        TransitionKey   = UP_DAY
14939      End
14940      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14941        Model           = NBSupCent_A4N
14942        Animation       = NBSupCent_A4N.NBSupCent_A4N
14943        AnimationMode   = MANUAL
14944        Flags           = START_FRAME_LAST
14945        TransitionKey   = UP_NIGHT
14946      End
14947      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14948        Model           = NBSupCent_A4S
14949        Animation       = NBSupCent_A4S.NBSupCent_A4S
14950        AnimationMode   = MANUAL
14951        Flags           = START_FRAME_LAST
14952        TransitionKey   = UP_SNOW
14953      End
14954      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14955        Model           = NBSupCent_A4SN
14956        Animation       = NBSupCent_A4SN.NBSupCent_A4SN
14957        AnimationMode   = MANUAL
14958        Flags           = START_FRAME_LAST
14959        TransitionKey   = UP_SNOWNIGHT
14960      End
14961      TransitionState   = DOWN_DEFAULT UP_DAY
14962        Model           = NBSupCent_A4
14963        Animation       = NBSupCent_A4.NBSupCent_A4
14964        AnimationMode   = ONCE
14965        AnimationSpeedFactorRange = 1.0 1.0
14966        Flags           = START_FRAME_FIRST
14967      End
14968      TransitionState   = DOWN_DEFAULT UP_NIGHT
14969        Model           = NBSupCent_A4N
14970        Animation       = NBSupCent_A4N.NBSupCent_A4N
14971        AnimationMode   = ONCE
14972        AnimationSpeedFactorRange = 1.0 1.0
14973        Flags           = START_FRAME_FIRST
14974      End
14975      TransitionState   = DOWN_DEFAULT UP_SNOW
14976        Model           = NBSupCent_A4S
14977        Animation       = NBSupCent_A4S.NBSupCent_A4S
14978        AnimationMode   = ONCE
14979        AnimationSpeedFactorRange = 1.0 1.0
14980        Flags           = START_FRAME_FIRST
14981      End
14982      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
14983        Model           = NBSupCent_A4SN
14984        Animation       = NBSupCent_A4SN.NBSupCent_A4SN
14985        AnimationMode   = ONCE
14986        AnimationSpeedFactorRange = 1.0 1.0
14987        Flags           = START_FRAME_FIRST
14988      End
14989      TransitionState   = UP_DAY DOWN_DEFAULT
14990        Model           = NBSupCent_A4
14991        Animation       = NBSupCent_A4.NBSupCent_A4
14992        AnimationMode   = ONCE_BACKWARDS
14993        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14994        Flags           = START_FRAME_LAST
14995      End
14996      TransitionState   = UP_NIGHT DOWN_DEFAULT
14997        Model           = NBSupCent_A4N
14998        Animation       = NBSupCent_A4N.NBSupCent_A4N
14999        AnimationMode   = ONCE_BACKWARDS
15000        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15001        Flags           = START_FRAME_LAST
15002      End
15003      TransitionState   = UP_SNOW DOWN_DEFAULT
15004        Model           = NBSupCent_A4S
15005        Animation       = NBSupCent_A4S.NBSupCent_A4S
15006        AnimationMode   = ONCE_BACKWARDS
15007        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15008        Flags           = START_FRAME_LAST
15009      End
15010      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
15011        Model           = NBSupCent_A4SN
15012        Animation       = NBSupCent_A4SN.NBSupCent_A4SN
15013        AnimationMode   = ONCE_BACKWARDS
15014        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15015        Flags           = START_FRAME_LAST
15016      End
15017    End
15018  
15019    ; ------------ under-construction scaffolding -----------------
15020    Draw = W3DModelDraw ModuleTag_06
15021    AnimationsRequirePower = No
15022      MinLODRequired = MEDIUM
15023      DefaultConditionState
15024        Model           = None
15025        TransitionKey   = DOWN_DEFAULT
15026      End
15027      ConditionState    = NIGHT
15028        Model           = None
15029        TransitionKey   = DOWN_DEFAULT
15030      End
15031      ConditionState    = SNOW
15032        Model           = None
15033        TransitionKey   = DOWN_DEFAULT
15034      End
15035      ConditionState    = SNOW NIGHT
15036        Model           = None
15037        TransitionKey   = DOWN_DEFAULT
15038      End
15039      ConditionState    = PARTIALLY_CONSTRUCTED
15040        Model           = NBSupCent_A6
15041        Animation       = NBSupCent_A6.NBSupCent_A6
15042        AnimationMode   = MANUAL
15043        Flags           = START_FRAME_LAST
15044        TransitionKey   = UP_DAY
15045        ParticleSysBone = Dust01 BuildingDustChina
15046        ParticleSysBone = Smoke01 BuildUpSmokeChina
15047        ParticleSysBone = Smoke02 BuildUpSmokeChina
15048        ParticleSysBone = Smoke03 BuildUpSmokeChina
15049        ParticleSysBone = Smoke04 BuildUpSmokeChina
15050        ParticleSysBone = Smoke05 BuildUpSmokeChina
15051      End
15052      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
15053        Model           = NBSupCent_A6N
15054        Animation       = NBSupCent_A6N.NBSupCent_A6N
15055        AnimationMode   = MANUAL
15056        Flags           = START_FRAME_LAST
15057        TransitionKey   = UP_NIGHT
15058        ParticleSysBone = Dust01 BuildingDustChina
15059        ParticleSysBone = Smoke01 BuildUpSmokeChina
15060        ParticleSysBone = Smoke02 BuildUpSmokeChina
15061        ParticleSysBone = Smoke03 BuildUpSmokeChina
15062        ParticleSysBone = Smoke04 BuildUpSmokeChina
15063        ParticleSysBone = Smoke05 BuildUpSmokeChina
15064      End
15065      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
15066        Model           = NBSupCent_A6S
15067        Animation       = NBSupCent_A6S.NBSupCent_A6S
15068        AnimationMode   = MANUAL
15069        Flags           = START_FRAME_LAST
15070        TransitionKey   = UP_SNOW
15071        ParticleSysBone = Dust01 BuildingSnowDust
15072        ParticleSysBone = Smoke01 BuildUpSnowSmoke
15073        ParticleSysBone = Smoke02 BuildUpSnowSmoke
15074        ParticleSysBone = Smoke03 BuildUpSnowSmoke
15075        ParticleSysBone = Smoke04 BuildUpSnowSmoke
15076        ParticleSysBone = Smoke05 BuildUpSnowSmoke
15077      End
15078      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
15079        Model           = NBSupCent_A6SN
15080        Animation       = NBSupCent_A6SN.NBSupCent_A6SN
15081        AnimationMode   = MANUAL
15082        Flags           = START_FRAME_LAST
15083        TransitionKey   = UP_SNOWNIGHT
15084        ParticleSysBone = Dust01 BuildingNightSnowDust
15085        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
15086        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
15087        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
15088        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
15089        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
15090      End
15091      TransitionState   = DOWN_DEFAULT UP_DAY
15092       Model            = NBSupCent_A6
15093        Animation       = NBSupCent_A6.NBSupCent_A6
15094        AnimationMode   = ONCE
15095        AnimationSpeedFactorRange = 1.0 1.0
15096        Flags           = START_FRAME_FIRST
15097      End
15098      TransitionState   = DOWN_DEFAULT UP_NIGHT
15099       Model            = NBSupCent_A6N
15100        Animation       = NBSupCent_A6N.NBSupCent_A6N
15101        AnimationMode   = ONCE
15102        AnimationSpeedFactorRange = 1.0 1.0
15103        Flags           = START_FRAME_FIRST
15104      End
15105      TransitionState   = DOWN_DEFAULT UP_SNOW
15106       Model            = NBSupCent_A6S
15107        Animation       = NBSupCent_A6S.NBSupCent_A6S
15108        AnimationMode   = ONCE
15109        AnimationSpeedFactorRange = 1.0 1.0
15110        Flags           = START_FRAME_FIRST
15111      End
15112      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
15113       Model            = NBSupCent_A6SN
15114        Animation       = NBSupCent_A6SN.NBSupCent_A6SN
15115        AnimationMode   = ONCE
15116        AnimationSpeedFactorRange = 1.0 1.0
15117        Flags           = START_FRAME_FIRST
15118      End
15119      TransitionState   = UP_DAY DOWN_DEFAULT
15120        Model           = NBSupCent_A6
15121        Animation       = NBSupCent_A6.NBSupCent_A6
15122        AnimationMode   = ONCE_BACKWARDS
15123        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15124        Flags           = START_FRAME_LAST
15125      End    
15126      TransitionState   = UP_NIGHT DOWN_DEFAULT
15127        Model           = NBSupCent_A6N
15128        Animation       = NBSupCent_A6N.NBSupCent_A6N
15129        AnimationMode   = ONCE_BACKWARDS
15130        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15131        Flags           = START_FRAME_LAST
15132      End
15133      TransitionState   = UP_SNOW DOWN_DEFAULT
15134        Model           = NBSupCent_A6S
15135        Animation       = NBSupCent_A6S.NBSupCent_A6S
15136        AnimationMode   = ONCE_BACKWARDS
15137        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15138        Flags           = START_FRAME_LAST
15139      End
15140      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
15141        Model           = NBSupCent_A6SN
15142        Animation       = NBSupCent_A6SN.NBSupCent_A6SN
15143        AnimationMode   = ONCE_BACKWARDS
15144        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15145        Flags           = START_FRAME_LAST
15146      End
15147    End
15148    ; ------------ being-constructed crane -----------------
15149    Draw = W3DModelDraw ModuleTag_07
15150    AnimationsRequirePower = No
15151      DefaultConditionState
15152        Model           = None
15153        TransitionKey   = DOWN_DEFAULT
15154      End
15155      ConditionState    = NIGHT
15156        Model           = None
15157        TransitionKey   = DOWN_DEFAULT
15158      End
15159      ConditionState    = SNOW
15160        Model           = None
15161        TransitionKey   = DOWN_DEFAULT
15162      End
15163      ConditionState    = SNOW NIGHT
15164        Model           = None
15165        TransitionKey   = DOWN_DEFAULT
15166      End
15167      ConditionState    = SOLD
15168        Model           = NONE
15169      End
15170  
15171      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
15172        Model           = NBSupCent_A5
15173        Animation       = NBSupCent_A5.NBSupCent_A5
15174        AnimationMode   = LOOP
15175        TransitionKey  = UP_DAY
15176      End
15177  
15178      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
15179        Model           = NBSupCent_A5N
15180        Animation       = NBSupCent_A5N.NBSupCent_A5N
15181        AnimationMode   = LOOP
15182        TransitionKey  = UP_NIGHT
15183      End
15184      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
15185        Model           = NBSupCent_A5S
15186        Animation       = NBSupCent_A5S.NBSupCent_A5S
15187        AnimationMode   = LOOP
15188        TransitionKey  = UP_SNOW
15189      End
15190      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
15191        Model           = NBSupCent_A5SN
15192        Animation       = NBSupCent_A5SN.NBSupCent_A5SN
15193        AnimationMode   = LOOP
15194        TransitionKey  = UP_SNOWNIGHT
15195      End
15196      TransitionState   = DOWN_DEFAULT UP_DAY
15197        Model            = NBSupCent_AB
15198        Animation       = NBSupCent_AB.NBSupCent_AB
15199        AnimationMode   = ONCE
15200        AnimationSpeedFactorRange = 1.0 1.0
15201        Flags           = START_FRAME_FIRST
15202      End
15203  
15204      TransitionState   = DOWN_DEFAULT UP_NIGHT
15205        Model            = NBSupCent_ABN
15206        Animation       = NBSupCent_ABN.NBSupCent_ABN
15207        AnimationMode   = ONCE
15208        AnimationSpeedFactorRange = 1.0 1.0
15209        Flags           = START_FRAME_FIRST
15210      End
15211      TransitionState   = DOWN_DEFAULT UP_SNOW
15212        Model            = NBSupCent_ABS
15213        Animation       = NBSupCent_ABS.NBSupCent_ABS
15214        AnimationMode   = ONCE
15215        AnimationSpeedFactorRange = 1.0 1.0
15216        Flags           = START_FRAME_FIRST
15217      End
15218      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
15219        Model            = NBSupCent_ABSN
15220        Animation       = NBSupCent_ABSN.NBSupCent_ABSN
15221        AnimationMode   = ONCE
15222        AnimationSpeedFactorRange = 1.0 1.0
15223        Flags           = START_FRAME_FIRST
15224      End
15225      TransitionState   = UP_DAY DOWN_DEFAULT
15226        Model            = NBSupCent_AB
15227        Animation       = NBSupCent_AB.NBSupCent_AB
15228        AnimationMode   = ONCE_BACKWARDS
15229        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15230        Flags           = START_FRAME_LAST
15231      End
15232      TransitionState   = UP_NIGHT DOWN_DEFAULT
15233        Model            = NBSupCent_ABN
15234        Animation       = NBSupCent_ABN.NBSupCent_ABN
15235        AnimationMode   = ONCE_BACKWARDS
15236        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15237        Flags           = START_FRAME_LAST
15238      End
15239      TransitionState   = UP_SNOW DOWN_DEFAULT
15240        Model            = NBSupCent_ABS
15241        Animation       = NBSupCent_ABS.NBSupCent_ABS
15242        AnimationMode   = ONCE_BACKWARDS
15243        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15244        Flags           = START_FRAME_LAST
15245      End
15246      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
15247        Model            = NBSupCent_ABSN
15248        Animation       = NBSupCent_ABSN.NBSupCent_ABSN
15249        AnimationMode   = ONCE_BACKWARDS
15250        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15251        Flags           = START_FRAME_LAST
15252      End
15253    End
15254    PlacementViewAngle = -45
15255  
15256    ; ***DESIGN parameters ***
15257    DisplayName       = OBJECT:InternetCenter
15258    Side              = ChinaTankGeneral
15259    EditorSorting     = STRUCTURE
15260    BuildCost         = 2500
15261    BuildTime         = 30.0           ; in seconds
15262    EnergyProduction  = 0  
15263    CommandSet        = ChinaInternetCenterCommandSetOne
15264    VisionRange       = 200.0           ; Shroud clearing distance
15265    ShroudClearingRange = 200
15266    ArmorSet
15267      Conditions      = None
15268      Armor           = StructureArmorInternetCenter
15269      DamageFX        = StructureDamageFXNoShake
15270    End
15271    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
15272  
15273  
15274    Prerequisites
15275      Object            = Tank_ChinaWarFactory
15276    End
15277  
15278    ;*******************************************************************************************************************
15279    MaxSimultaneousOfType = 1 ; *** Kris: DO NOT INCREASE THIS NUMBER -- UNLESS YOU WANT TO INTRODUCE A LOT OF BUGS! ***
15280    ;*******************************************************************************************************************
15281  
15282    ; *** AUDIO Parameters ***
15283    VoiceSelect       = CommandCenterChinaSelect
15284    SoundOnDamaged        = BuildingDamagedStateLight
15285    SoundOnReallyDamaged  = BuildingDestroy
15286  
15287    UnitSpecificSounds
15288      UnderConstruction     = UnderConstructionLoop
15289    End
15290  
15291    ; *** ENGINEERING Parameters ***
15292    RadarPriority     = STRUCTURE
15293    KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY CAN_ATTACK FS_INTERNET_CENTER
15294  
15295    Body              = StructureBody ModuleTag_08
15296      MaxHealth       = 2500.0
15297      InitialHealth   = 2500.0
15298  
15299      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
15300      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
15301      SubdualDamageCap = 2700
15302      SubdualDamageHealRate = 500
15303      SubdualDamageHealAmount = 100
15304    End
15305  
15306    Behavior = InternetHackContain ModuleTag_10 ; Contain module that gives aiHackInternet command to passengers
15307      PassengersAllowedToFire = No
15308      Slots                 = 8
15309      ScatterNearbyOnExit   = No
15310      HealthRegen%PerSec    = 10
15311      DamagePercentToUnits  = 50%
15312      AllowInsideKindOf     = MONEY_HACKER
15313      ExitDelay         = 500
15314      NumberOfExitPaths = 1 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
15315      GoAggressiveOnExit = No ; AI Will tell people to set their mood to Aggressive on exiting
15316    End
15317  
15318    Behavior             = DestroyDie ModuleTag_12
15319      ;nothing
15320    End
15321    Behavior             = CreateObjectDie ModuleTag_13
15322      CreationList  = OCL_LargeStructureDebris
15323    End
15324    Behavior             = FXListDie ModuleTag_14
15325      DeathFX       = FX_StructureMediumDeath
15326    End
15327  
15328    Behavior         = SpyVisionUpdate ModuleTag_15
15329      NeedsUpgrade  = Yes
15330      SelfPowered   = Yes        ; No SpecialPower module, turns self on and off on timers (No timers means always on)
15331      SpyOnKindof   = COMMANDCENTER ; Defaults to ALL
15332      TriggeredBy   = Upgrade_ChinaSatelliteHackOne
15333    End
15334  
15335    Behavior         = SpyVisionUpdate ModuleTag_16
15336      NeedsUpgrade  = Yes
15337      SelfPowered   = Yes         ; No SpecialPower module, turns self on and off on timers
15338      SelfPoweredDuration = 20000
15339      SelfPoweredInterval = 240000
15340      TriggeredBy   = Upgrade_ChinaSatelliteHackTwo
15341    End
15342  
15343    Behavior = ArmorUpgrade ModuleTag_30
15344      TriggeredBy = Upgrade_ChinaEMPMines
15345    End
15346    Behavior = CommandSetUpgrade ModuleTag_31
15347      CommandSet = ChinaInternetCenterCommandSetOneUpgrade
15348      TriggeredBy = Upgrade_ChinaMines
15349  
15350      CommandSetAlt = ChinaInternetCenterCommandSetTwoUpgrade
15351      TriggerAlt = Upgrade_ChinaSatelliteHackOne
15352    End
15353    Behavior = CommandSetUpgrade ModuleTag_32
15354      CommandSet = ChinaInternetCenterCommandSetTwo
15355      TriggeredBy = Upgrade_ChinaSatelliteHackOne
15356  
15357      CommandSetAlt = ChinaInternetCenterCommandSetTwoUpgrade
15358      TriggerAlt = Upgrade_ChinaMines
15359    End
15360  
15361    Behavior = ModelConditionUpgrade ModuleTag_18
15362      ConditionFlag = USER_1
15363      TriggeredBy = Upgrade_ChinaSatelliteHackOne
15364    End
15365  
15366    Behavior = ModelConditionUpgrade ModuleTag_19
15367      ConditionFlag = USER_2
15368      TriggeredBy   = Upgrade_ChinaSatelliteHackTwo
15369    End
15370  
15371    Behavior = ProductionUpdate ModuleTag_22
15372    End
15373  
15374    Behavior = GenerateMinefieldBehavior     ModuleTag_23
15375      TriggeredBy           = Upgrade_ChinaMines
15376      MineName              = ChinaStandardMine
15377      SmartBorder           = Yes
15378      AlwaysCircular        = Yes
15379  
15380      Upgradable            = Yes
15381      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
15382      UpgradedMineName      = ChinaEMPMine
15383    End
15384  
15385  
15386    Behavior = FlammableUpdate ModuleTag_24
15387      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
15388      AflameDamageAmount = 5       ; taking this much damage...
15389      AflameDamageDelay = 500       ; this often.
15390    End
15391  
15392    Behavior = TransitionDamageFX ModuleTag_25
15393      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
15394      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
15395      ;---------------------------------------------------------------------------------------
15396      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
15397      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
15398      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
15399    End
15400  
15401    Geometry            = BOX
15402    GeometryMajorRadius = 50.0
15403    GeometryMinorRadius = 50.0
15404    GeometryHeight      = 36.0
15405    GeometryIsSmall     = No
15406    Shadow              = SHADOW_VOLUME
15407    BuildCompletion     = PLACED_BY_PLAYER
15408  
15409  End
15410  
15411  
15412  
15413  
15414  
15415  
15416  
15417  
15418  
15419  
15420  
15421  
15422  
15423  
15424  
15425  
15426  
15427  
15428  
15429  
15430  
15431  
15432  
15433  
15434  
15435  
15436  
15437  
15438  
15439  
15440  
15441  
15442  
15443  
15444  
15445  
15446  
15447  
15448  
15449  
15450  
15451  
15452  
15453  
15454  
15455  
15456  
15457  
15458  
15459  ;------------------------------------------------------------------------------
15460  Object Tank_ChinaCommandCenter
15461  
15462    ; *** ART Parameters ***
15463    
15464    ; ------------ the main building itself -----------------
15465    SelectPortrait         = SNComCentr_L
15466    ButtonImage            = SNComCentr
15467    Draw                   = W3DModelDraw ModuleTag_01
15468      OkToChangeModelColor = Yes
15469      ; DAY ************************************
15470      DefaultConditionState
15471        Model              = NBConYardT
15472        Animation          = NBConYardT.NBConYardT
15473        AnimationMode      = LOOP    
15474      End
15475      ConditionState       = DAMAGED
15476        Model              = NBConYardT_D
15477        Animation          = NBConYardT_D.NBConYardT_D
15478        AnimationMode      = LOOP    
15479        ParticleSysBone    = Fire01 SmolderingFire
15480        ParticleSysBone    = Fire02 SmolderingFire
15481        ParticleSysBone    = Fire03 SmolderingFire
15482        ParticleSysBone    = Smoke01 SmolderingSmoke
15483        ParticleSysBone    = Smoke02 SmolderingSmoke
15484        ParticleSysBone    = Smoke03 SmolderingSmoke
15485      End
15486      ConditionState       = REALLYDAMAGED RUBBLE
15487        Model              = NBConYardT_E
15488        Animation          = NBConYardT_E.NBConYardT_E
15489        AnimationMode      = LOOP
15490        ParticleSysBone    = Fire01 SmolderingFire
15491        ParticleSysBone    = Fire02 SmolderingFire
15492        ParticleSysBone    = Fire03 SmolderingFire
15493        ParticleSysBone    = Fire04 SmolderingFire
15494        ParticleSysBone    = Fire05 SmolderingFire
15495        ParticleSysBone    = Fire06 SmolderingFire
15496        ParticleSysBone    = Fire07 SmolderingFire
15497        ParticleSysBone    = Smoke01 SmolderingSmoke
15498        ParticleSysBone    = Smoke02 SmolderingSmoke
15499        ParticleSysBone    = Smoke03 SmolderingSmoke
15500      End
15501      ;NIGHT ***********************************
15502      ConditionState       = NIGHT
15503        Model              = NBConYardT_N
15504        Animation          = NBConYardT_N.NBConYardT_N
15505        AnimationMode      = LOOP    
15506      End
15507      ConditionState       = DAMAGED NIGHT
15508        Model              = NBConYardT_DN
15509        Animation          = NBConYardT_DN.NBConYardT_DN
15510        AnimationMode      = LOOP    
15511        ParticleSysBone    = Fire01 SmolderingFire
15512        ParticleSysBone    = Fire02 SmolderingFire
15513        ParticleSysBone    = Fire03 SmolderingFire
15514        ParticleSysBone    = Smoke01 SmolderingSmoke
15515        ParticleSysBone    = Smoke02 SmolderingSmoke
15516        ParticleSysBone    = Smoke03 SmolderingSmoke
15517      End
15518      ConditionState    = REALLYDAMAGED RUBBLE NIGHT
15519        Model           = NBConYardT_EN
15520        Animation       = NBConYardT_EN.NBConYardT_EN
15521        AnimationMode   = LOOP
15522        ParticleSysBone = Fire01 SmolderingFire
15523        ParticleSysBone = Fire02 SmolderingFire
15524        ParticleSysBone = Fire03 SmolderingFire
15525        ParticleSysBone = Fire04 SmolderingFire
15526        ParticleSysBone = Fire05 SmolderingFire
15527        ParticleSysBone = Fire06 SmolderingFire
15528        ParticleSysBone = Fire07 SmolderingFire
15529        ParticleSysBone = Smoke01 SmolderingSmoke
15530        ParticleSysBone = Smoke02 SmolderingSmoke
15531        ParticleSysBone = Smoke03 SmolderingSmoke
15532      End
15533  
15534      
15535      ;SNOW *************************************
15536      ConditionState       = SNOW
15537        Model              = NBConYardT_S
15538        Animation          = NBConYardT_S.NBConYardT_S
15539        AnimationMode      = LOOP    
15540      End
15541      ConditionState       = DAMAGED SNOW
15542        Model              = NBConYardT_DS
15543        Animation          = NBConYardT_DS.NBConYardT_DS
15544        AnimationMode      = LOOP    
15545        ParticleSysBone    = Fire01 SmolderingFire
15546        ParticleSysBone    = Fire02 SmolderingFire
15547        ParticleSysBone    = Fire03 SmolderingFire
15548        ParticleSysBone    = Smoke01 SmolderingSmoke
15549        ParticleSysBone    = Smoke02 SmolderingSmoke
15550        ParticleSysBone    = Smoke03 SmolderingSmoke
15551      End
15552      ConditionState       = REALLYDAMAGED RUBBLE SNOW
15553        Model              = NBConYardT_ES
15554        Animation          = NBConYardT_ES.NBConYardT_ES
15555        AnimationMode      = LOOP
15556        ParticleSysBone    = Fire01 SmolderingFire
15557        ParticleSysBone    = Fire02 SmolderingFire
15558        ParticleSysBone    = Fire03 SmolderingFire
15559        ParticleSysBone    = Fire04 SmolderingFire
15560        ParticleSysBone    = Fire05 SmolderingFire
15561        ParticleSysBone    = Fire06 SmolderingFire
15562        ParticleSysBone    = Fire07 SmolderingFire
15563        ParticleSysBone    = Smoke01 SmolderingSmoke
15564        ParticleSysBone    = Smoke02 SmolderingSmoke
15565        ParticleSysBone    = Smoke03 SmolderingSmoke
15566      End
15567  
15568      ;NIGHT SNOW *****************************
15569      ConditionState       = NIGHT SNOW
15570        Model              = NBConYardT_NS
15571        Animation          = NBConYardT_NS.NBConYardT_NS
15572        AnimationMode      = LOOP    
15573      End
15574      ConditionState       = DAMAGED NIGHT SNOW
15575        Model              = NBConYardT_DNS
15576        Animation          = NBConYardT_DNS.NBConYardT_DNS
15577        AnimationMode      = LOOP    
15578        ParticleSysBone    = Fire01 SmolderingFire
15579        ParticleSysBone    = Fire02 SmolderingFire
15580        ParticleSysBone    = Fire03 SmolderingFire
15581        ParticleSysBone    = Smoke01 SmolderingSmoke
15582        ParticleSysBone    = Smoke02 SmolderingSmoke
15583        ParticleSysBone    = Smoke03 SmolderingSmoke
15584      End
15585      ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
15586        Model           = NBConYardT_ENS
15587        Animation       = NBConYardT_ENS.NBConYardT_ENS
15588        AnimationMode   = LOOP
15589        ParticleSysBone = Fire01 SmolderingFire
15590        ParticleSysBone = Fire02 SmolderingFire
15591        ParticleSysBone = Fire03 SmolderingFire
15592        ParticleSysBone = Fire04 SmolderingFire
15593        ParticleSysBone = Fire05 SmolderingFire
15594        ParticleSysBone = Fire06 SmolderingFire
15595        ParticleSysBone = Fire07 SmolderingFire
15596        ParticleSysBone = Smoke01 SmolderingSmoke
15597        ParticleSysBone = Smoke02 SmolderingSmoke
15598        ParticleSysBone = Smoke03 SmolderingSmoke
15599      End   
15600      
15601      ;**************************************************************************************************************************
15602      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
15603      ;for this draw module
15604      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15605        Model              = NBConYardT
15606        Animation          = NBConYardT.NBConYardT
15607        AnimationMode      = LOOP
15608        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15609      End
15610      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
15611        Model              = NBConYardT_D
15612        Animation          = NBConYardT_D.NBConYardT_D
15613        AnimationMode      = LOOP
15614        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15615      End
15616      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
15617        Model              = NBConYardT_E
15618        Animation          = NBConYardT_E.NBConYardT_E
15619        AnimationMode      = LOOP
15620        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15621      End
15622      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
15623        Model              = NBConYardT_N
15624        Animation          = NBConYardT_N.NBConYardT_N
15625        AnimationMode      = LOOP
15626        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15627      End
15628      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
15629        Model              = NBConYardT_DN
15630        Animation          = NBConYardT_DN.NBConYardT_DN
15631        AnimationMode      = LOOP
15632        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15633      End
15634      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
15635        Model              = NBConYardT_EN
15636        Animation          = NBConYardT_EN.NBConYardT_EN
15637        AnimationMode      = LOOP
15638        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15639      End
15640      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
15641        Model              = NBConYardT_S
15642        Animation          = NBConYardT_S.NBConYardT_S
15643        AnimationMode      = LOOP
15644        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15645      End
15646      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
15647        Model              = NBConYardT_DS
15648        Animation          = NBConYardT_DS.NBConYardT_DS
15649        AnimationMode      = LOOP
15650        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15651      End
15652      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
15653        Model              = NBConYardT_ES
15654        Animation          = NBConYardT_ES.NBConYardT_ES
15655        AnimationMode      = LOOP
15656        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15657      End
15658      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
15659        Model              = NBConYardT_NS
15660        Animation          = NBConYardT_NS.NBConYardT_NS
15661        AnimationMode      = LOOP
15662        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15663      End
15664      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
15665        Model              = NBConYardT_DNS
15666        Animation          = NBConYardT_DNS.NBConYardT_DNS
15667        AnimationMode      = LOOP
15668        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15669      End
15670      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
15671        Model              = NBConYardT_ENS
15672        Animation          = NBConYardT_ENS.NBConYardT_ENS
15673        AnimationMode      = LOOP
15674        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15675      End
15676  
15677      ConditionState       = AWAITING_CONSTRUCTION 
15678        Model              = NONE
15679      End
15680      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
15681      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
15682      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
15683      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
15684      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
15685      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
15686      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
15687      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
15688      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
15689      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
15690      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
15691      AliasConditionState  = SOLD 
15692      AliasConditionState  = SOLD DAMAGED
15693      AliasConditionState  = SOLD REALLYDAMAGED
15694      AliasConditionState  = SOLD NIGHT
15695      AliasConditionState  = SOLD NIGHT DAMAGED
15696      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
15697      AliasConditionState  = SOLD SNOW
15698      AliasConditionState  = SOLD SNOW DAMAGED
15699      AliasConditionState  = SOLD SNOW REALLYDAMAGED
15700      AliasConditionState  = SOLD NIGHT SNOW
15701      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
15702      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
15703      ;**************************************************************************************************************************
15704    End
15705    
15706    ; ------------ Radar Extending -----------------
15707    Draw                = W3DModelDraw ModuleTag_02
15708  
15709      DefaultConditionState
15710        Model             = None
15711      End
15712      AliasConditionState = DAMAGED
15713      AliasConditionState = REALLYDAMAGED RUBBLE
15714         
15715      ConditionState      = RADAR_EXTENDING RADAR_UPGRADED 
15716        Model             = NBConYard_A2
15717        Animation         = NBConYard_A2.NBConYard_A2
15718        AnimationMode     = ONCE
15719        Flags             = START_FRAME_FIRST
15720      End
15721      
15722      ConditionState      = RADAR_EXTENDING DAMAGED RADAR_UPGRADED 
15723        Model             = NBConYard_A2D
15724        Animation         = NBConYard_A2D.NBConYard_A2D
15725        AnimationMode     = ONCE
15726        Flags             = START_FRAME_FIRST
15727      End
15728      
15729      ConditionState      = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED 
15730        Model             = NBConYard_A2E
15731        Animation         = NBConYard_A2E.NBConYard_A2E
15732        AnimationMode     = ONCE
15733        Flags             = START_FRAME_FIRST
15734      End
15735      
15736      ConditionState      = RADAR_UPGRADED
15737        Model             = NBConYard_A2
15738        Animation         = NBConYard_A2.NBConYard_A2
15739        AnimationMode     = MANUAL
15740        Flags             = START_FRAME_LAST
15741      End
15742      
15743      ConditionState      = RADAR_UPGRADED DAMAGED
15744        Model             = NBConYard_A2D
15745        Animation         = NBConYard_A2D.NBConYard_A2D
15746        AnimationMode     = MANUAL
15747        Flags             = START_FRAME_LAST
15748      End
15749      
15750      ConditionState      = RADAR_UPGRADED REALLYDAMAGED RUBBLE
15751        Model             = NBConYard_A2E
15752        Animation         = NBConYard_A2E.NBConYard_A2E
15753        AnimationMode     = MANUAL
15754        Flags             = START_FRAME_LAST
15755      End
15756      
15757      ConditionState      = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15758        Model             = NBConYard_A2
15759        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15760      End
15761         
15762      ConditionState      = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 
15763        Model             = NBConYard_A2D
15764        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15765      End   
15766      
15767      ConditionState      = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 
15768        Model             = NBConYard_A2E
15769        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15770      End   
15771      
15772    End
15773    PlacementViewAngle = -135
15774  
15775    ; ------------ construction-zone fence -----------------
15776    Draw                = W3DModelDraw ModuleTag_03
15777    AnimationsRequirePower = No
15778      DefaultConditionState
15779        Model           = None
15780        TransitionKey   = DOWN_DEFAULT
15781      End
15782      ConditionState    = NIGHT
15783        Model           = None
15784        TransitionKey   = DOWN_DEFAULT
15785      End
15786      ConditionState    = SNOW
15787        Model           = None
15788        TransitionKey   = DOWN_DEFAULT
15789      End
15790      ConditionState    = SNOW NIGHT
15791        Model           = None
15792        TransitionKey   = DOWN_DEFAULT
15793      End
15794      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15795        Model           = NBConYard_A4
15796        Animation       = NBConYard_A4.NBConYard_A4
15797        AnimationMode   = MANUAL
15798        Flags           = START_FRAME_LAST
15799        TransitionKey   = UP_DAY
15800        ParticleSysBone = Pit SmolderingFire
15801        ParticleSysBone = Pit01 SmolderingFire
15802        ParticleSysBone = Pit SmolderingSmoke
15803        ParticleSysBone = Pit01 SmolderingSmoke
15804      End
15805      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15806        Model           = NBConYard_A4N
15807        Animation       = NBConYard_A4N.NBConYard_A4N
15808        AnimationMode   = MANUAL
15809        Flags           = START_FRAME_LAST
15810        TransitionKey   = UP_NIGHT
15811        ParticleSysBone = Pit SmolderingFire
15812        ParticleSysBone = Pit01 SmolderingFire
15813        ParticleSysBone = Pit SmolderingSmoke
15814        ParticleSysBone = Pit01 SmolderingSmoke
15815      End
15816      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15817        Model           = NBConYard_A4S
15818        Animation       = NBConYard_A4S.NBConYard_A4S
15819        AnimationMode   = MANUAL
15820        Flags           = START_FRAME_LAST
15821        TransitionKey   = UP_SNOW
15822        ParticleSysBone = Pit SmolderingFire
15823        ParticleSysBone = Pit01 SmolderingFire
15824        ParticleSysBone = Pit SmolderingSmoke
15825        ParticleSysBone = Pit01 SmolderingSmoke
15826      End
15827      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15828        Model           = NBConYard_A4SN
15829        Animation       = NBConYard_A4SN.NBConYard_A4SN
15830        AnimationMode   = MANUAL
15831        Flags           = START_FRAME_LAST
15832        TransitionKey   = UP_SNOWNIGHT
15833        ParticleSysBone = Pit SmolderingFire
15834        ParticleSysBone = Pit01 SmolderingFire
15835        ParticleSysBone = Pit SmolderingSmoke
15836        ParticleSysBone = Pit01 SmolderingSmoke
15837      End
15838      TransitionState   = DOWN_DEFAULT UP_DAY
15839        Model           = NBConYard_A4
15840        Animation       = NBConYard_A4.NBConYard_A4
15841        AnimationMode   = ONCE
15842        AnimationSpeedFactorRange = 1.0 1.0
15843        Flags           = START_FRAME_FIRST
15844        ParticleSysBone = Pit SmolderingFire
15845        ParticleSysBone = Pit01 SmolderingFire
15846        ParticleSysBone = Pit SmolderingSmoke
15847        ParticleSysBone = Pit01 SmolderingSmoke
15848      End
15849      TransitionState   = DOWN_DEFAULT UP_NIGHT
15850        Model           = NBConYard_A4N
15851        Animation       = NBConYard_A4N.NBConYard_A4N
15852        AnimationMode   = ONCE
15853        AnimationSpeedFactorRange = 1.0 1.0
15854        Flags           = START_FRAME_FIRST
15855        ParticleSysBone = Pit SmolderingFire
15856        ParticleSysBone = Pit01 SmolderingFire
15857        ParticleSysBone = Pit SmolderingSmoke
15858        ParticleSysBone = Pit01 SmolderingSmoke
15859      End
15860      TransitionState   = DOWN_DEFAULT UP_SNOW
15861        Model           = NBConYard_A4S
15862        Animation       = NBConYard_A4S.NBConYard_A4S
15863        AnimationMode   = ONCE
15864        AnimationSpeedFactorRange = 1.0 1.0
15865        Flags           = START_FRAME_FIRST
15866        ParticleSysBone = Pit SmolderingFire
15867        ParticleSysBone = Pit01 SmolderingFire
15868        ParticleSysBone = Pit SmolderingSmoke
15869        ParticleSysBone = Pit01 SmolderingSmoke
15870      End
15871      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
15872        Model           = NBConYard_A4SN
15873        Animation       = NBConYard_A4SN.NBConYard_A4SN
15874        AnimationMode   = ONCE
15875        AnimationSpeedFactorRange = 1.0 1.0
15876        Flags           = START_FRAME_FIRST
15877        ParticleSysBone = Pit SmolderingFire
15878        ParticleSysBone = Pit01 SmolderingFire
15879        ParticleSysBone = Pit SmolderingSmoke
15880        ParticleSysBone = Pit01 SmolderingSmoke
15881      End
15882      TransitionState   = UP_DAY DOWN_DEFAULT
15883        Model           = NBConYard_A4
15884        Animation       = NBConYard_A4.NBConYard_A4
15885        AnimationMode   = ONCE_BACKWARDS
15886        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15887        Flags           = START_FRAME_LAST
15888        ParticleSysBone = Pit SmolderingFire
15889        ParticleSysBone = Pit01 SmolderingFire
15890        ParticleSysBone = Pit SmolderingSmoke
15891        ParticleSysBone = Pit01 SmolderingSmoke
15892      End
15893      TransitionState   = UP_NIGHT DOWN_DEFAULT
15894        Model           = NBConYard_A4N
15895        Animation       = NBConYard_A4N.NBConYard_A4N
15896        AnimationMode   = ONCE_BACKWARDS
15897        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15898        Flags           = START_FRAME_LAST
15899        ParticleSysBone = Pit SmolderingFire
15900        ParticleSysBone = Pit01 SmolderingFire
15901        ParticleSysBone = Pit SmolderingSmoke
15902        ParticleSysBone = Pit01 SmolderingSmoke
15903      End
15904      TransitionState   = UP_SNOW DOWN_DEFAULT
15905        Model           = NBConYard_A4S
15906        Animation       = NBConYard_A4S.NBConYard_A4S
15907        AnimationMode   = ONCE_BACKWARDS
15908        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15909        Flags           = START_FRAME_LAST
15910        ParticleSysBone = Pit SmolderingFire
15911        ParticleSysBone = Pit01 SmolderingFire
15912        ParticleSysBone = Pit SmolderingSmoke
15913        ParticleSysBone = Pit01 SmolderingSmoke
15914      End
15915      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
15916        Model           = NBConYard_A4SN
15917        Animation       = NBConYard_A4SN.NBConYard_A4SN
15918        AnimationMode   = ONCE_BACKWARDS
15919        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15920        Flags           = START_FRAME_LAST
15921        ParticleSysBone = Pit SmolderingFire
15922        ParticleSysBone = Pit01 SmolderingFire
15923        ParticleSysBone = Pit SmolderingSmoke
15924        ParticleSysBone = Pit01 SmolderingSmoke
15925      End
15926    End
15927  
15928    ; ------------ under-construction scaffolding -----------------
15929    Draw                = W3DModelDraw ModuleTag_04
15930      AnimationsRequirePower = No
15931      MinLODRequired = MEDIUM
15932      DefaultConditionState
15933        Model           = None
15934        TransitionKey   = DOWN_DEFAULT
15935      End
15936      ConditionState    = NIGHT
15937        Model           = None
15938        TransitionKey   = DOWN_DEFAULT
15939      End
15940      ConditionState    = SNOW
15941        Model           = None
15942        TransitionKey   = DOWN_DEFAULT
15943      End
15944      ConditionState    = SNOW NIGHT
15945        Model           = None
15946        TransitionKey   = DOWN_DEFAULT
15947      End
15948      ConditionState    = PARTIALLY_CONSTRUCTED
15949        Model           = NBConYard_A6
15950        Animation       = NBConYard_A6.NBConYard_A6
15951        AnimationMode   = MANUAL
15952        Flags           = START_FRAME_LAST
15953        TransitionKey   = UP_DAY
15954        ParticleSysBone = Dust01 BuildingDustChina
15955        ParticleSysBone = SmokeM01 BuildUpSmokeChina
15956        ParticleSysBone = SmokeS02 BuildUpSmokeChina
15957        ParticleSysBone = SparksM01 BuildUpSmokeChina
15958        ParticleSysBone = SparksM02 BuildUpSmokeChina
15959        ParticleSysBone = SparksS01 BuildUpSmokeChina
15960        ParticleSysBone = SparksS02 BuildUpSmokeChina
15961      End
15962      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
15963        Model           = NBConYard_A6N
15964        Animation       = NBConYard_A6N.NBConYard_A6N
15965        AnimationMode   = MANUAL
15966        Flags           = START_FRAME_LAST
15967        TransitionKey   = UP_NIGHT
15968  
15969        ParticleSysBone = Dust01 BuildingDustChina
15970        ParticleSysBone = SmokeM01 BuildUpSmokeChina
15971        ParticleSysBone = SmokeS02 BuildUpSmokeChina
15972        ParticleSysBone = SparksM01 BuildUpSmokeChina
15973        ParticleSysBone = SparksM02 BuildUpSmokeChina
15974        ParticleSysBone = SparksS01 BuildUpSmokeChina
15975        ParticleSysBone = SparksS02 BuildUpSmokeChina
15976      End
15977      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
15978        Model           = NBConYard_A6S
15979        Animation       = NBConYard_A6S.NBConYard_A6S
15980        AnimationMode   = MANUAL
15981        Flags           = START_FRAME_LAST
15982        TransitionKey   = UP_SNOW
15983        ParticleSysBone = Dust01 BuildingSnowDust
15984        ParticleSysBone = SmokeM01 BuildUpSnowSmoke
15985        ParticleSysBone = SmokeS02 BuildUpSnowSmoke
15986        ParticleSysBone = SparksM01 BuildUpSnowSmoke
15987        ParticleSysBone = SparksM02 BuildUpSnowSmoke
15988        ParticleSysBone = SparksS01 BuildUpSnowSmoke
15989        ParticleSysBone = SparksS02 BuildUpSnowSmoke
15990      End
15991      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
15992        Model           = NBConYard_A6SN
15993        Animation       = NBConYard_A6SN.NBConYard_A6SN
15994        AnimationMode   = MANUAL
15995        Flags           = START_FRAME_LAST
15996        TransitionKey   = UP_SNOWNIGHT
15997        ParticleSysBone = Dust01 BuildingNightSnowDust
15998        ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke
15999        ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke
16000        ParticleSysBone = SparksM01 BuildUpNightSnowSmoke
16001        ParticleSysBone = SparksM02 BuildUpNightSnowSmoke
16002        ParticleSysBone = SparksS01 BuildUpNightSnowSmoke
16003        ParticleSysBone = SparksS02 BuildUpNightSnowSmoke
16004      End
16005      TransitionState   = DOWN_DEFAULT UP_DAY
16006       Model            = NBConYard_A6
16007        Animation       = NBConYard_A6.NBConYard_A6
16008        AnimationMode   = ONCE
16009        AnimationSpeedFactorRange = 1.0 1.0
16010        Flags           = START_FRAME_FIRST
16011      End
16012      TransitionState   = DOWN_DEFAULT UP_NIGHT
16013       Model            = NBConYard_A6N
16014        Animation       = NBConYard_A6N.NBConYard_A6N
16015        AnimationMode   = ONCE
16016        AnimationSpeedFactorRange = 1.0 1.0
16017        Flags           = START_FRAME_FIRST
16018      End
16019      TransitionState   = DOWN_DEFAULT UP_SNOW
16020       Model            = NBConYard_A6S
16021        Animation       = NBConYard_A6S.NBConYard_A6S
16022        AnimationMode   = ONCE
16023        AnimationSpeedFactorRange = 1.0 1.0
16024        Flags           = START_FRAME_FIRST
16025      End
16026      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
16027       Model            = NBConYard_A6SN
16028        Animation       = NBConYard_A6SN.NBConYard_A6SN
16029        AnimationMode   = ONCE
16030        AnimationSpeedFactorRange = 1.0 1.0
16031        Flags           = START_FRAME_FIRST
16032      End
16033      TransitionState   = UP_DAY DOWN_DEFAULT
16034        Model           = NBConYard_A6
16035        Animation       = NBConYard_A6.NBConYard_A6
16036        AnimationMode   = ONCE_BACKWARDS
16037        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16038        Flags           = START_FRAME_LAST
16039      End
16040      TransitionState   = UP_NIGHT DOWN_DEFAULT
16041        Model           = NBConYard_A6N
16042        Animation       = NBConYard_A6N.NBConYard_A6N
16043        AnimationMode   = ONCE_BACKWARDS
16044        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16045        Flags           = START_FRAME_LAST
16046      End
16047      TransitionState   = UP_SNOW DOWN_DEFAULT
16048        Model           = NBConYard_A6S
16049        Animation       = NBConYard_A6S.NBConYard_A6S
16050        AnimationMode   = ONCE_BACKWARDS
16051        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16052        Flags           = START_FRAME_LAST
16053      End
16054      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
16055        Model           = NBConYard_A6SN
16056        Animation       = NBConYard_A6SN.NBConYard_A6SN
16057        AnimationMode   = ONCE_BACKWARDS
16058        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16059        Flags           = START_FRAME_LAST
16060      End
16061    End
16062  
16063    ; ------------ being-constructed crane -----------------
16064    Draw = W3DModelDraw ModuleTag_05
16065      AnimationsRequirePower = No
16066      DefaultConditionState
16067        Model           = None
16068        TransitionKey   = DOWN_DEFAULT
16069      End
16070      ConditionState    = NIGHT
16071        Model           = None
16072        TransitionKey   = DOWN_DEFAULT
16073      End
16074      ConditionState    = SNOW
16075        Model           = None
16076        TransitionKey   = DOWN_DEFAULT
16077      End
16078      ConditionState    = SNOW NIGHT
16079        Model           = None
16080        TransitionKey   = DOWN_DEFAULT
16081      End
16082      
16083      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
16084        Model           = NBConYard_A5
16085        Animation       = NBConYard_A5.NBConYard_A5
16086        AnimationMode   = LOOP
16087        TransitionKey  = UP_DAY
16088      End
16089  
16090      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
16091        Model           = NBConYard_A5N
16092        Animation       = NBConYard_A5N.NBConYard_A5N
16093        AnimationMode   = LOOP
16094        TransitionKey  = UP_NIGHT
16095      End
16096      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
16097        Model           = NBConYard_A5S
16098        Animation       = NBConYard_A5S.NBConYard_A5S
16099        AnimationMode   = LOOP
16100        TransitionKey  = UP_SNOW
16101      End
16102      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
16103        Model           = NBConYard_A5SN
16104        Animation       = NBConYard_A5SN.NBConYard_A5SN
16105        AnimationMode   = LOOP
16106        TransitionKey  = UP_SNOWNIGHT
16107      End
16108      TransitionState   = DOWN_DEFAULT UP_DAY
16109        Model            = NBConYard_AB
16110        Animation       = NBConYard_AB.NBConYard_AB
16111        AnimationMode   = ONCE
16112        AnimationSpeedFactorRange = 1.0 1.0
16113        Flags           = START_FRAME_FIRST
16114      End
16115  
16116      TransitionState   = DOWN_DEFAULT UP_NIGHT
16117        Model            = NBConYard_ABN
16118        Animation       = NBConYard_ABN.NBConYard_ABN
16119        AnimationMode   = ONCE
16120        AnimationSpeedFactorRange = 1.0 1.0
16121        Flags           = START_FRAME_FIRST
16122      End
16123      TransitionState   = DOWN_DEFAULT UP_SNOW
16124        Model            = NBConYard_ABS
16125        Animation       = NBConYard_ABS.NBConYard_ABS
16126        AnimationMode   = ONCE
16127        AnimationSpeedFactorRange = 1.0 1.0
16128        Flags           = START_FRAME_FIRST
16129      End
16130      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
16131        Model            = NBConYard_ABSN
16132        Animation       = NBConYard_ABSN.NBConYard_ABSN
16133        AnimationMode   = ONCE
16134        AnimationSpeedFactorRange = 1.0 1.0
16135        Flags           = START_FRAME_FIRST
16136      End
16137      TransitionState   = UP_DAY DOWN_DEFAULT
16138        Model            = NBConYard_AB
16139        Animation       = NBConYard_AB.NBConYard_AB
16140        AnimationMode   = ONCE_BACKWARDS
16141        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16142        Flags           = START_FRAME_LAST
16143      End
16144      TransitionState   = UP_NIGHT DOWN_DEFAULT
16145        Model            = NBConYard_ABN
16146        Animation       = NBConYard_ABN.NBConYard_ABN
16147        AnimationMode   = ONCE_BACKWARDS
16148        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16149        Flags           = START_FRAME_LAST
16150      End
16151      TransitionState   = UP_SNOW DOWN_DEFAULT
16152        Model            = NBConYard_ABS
16153        Animation       = NBConYard_ABS.NBConYard_ABS
16154        AnimationMode   = ONCE_BACKWARDS
16155        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16156        Flags           = START_FRAME_LAST
16157      End
16158      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
16159        Model            = NBConYard_ABSN
16160        Animation       = NBConYard_ABSN.NBConYard_ABSN
16161        AnimationMode   = ONCE_BACKWARDS
16162        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16163        Flags           = START_FRAME_LAST
16164      End
16165    End
16166      
16167  ; ----------------- the factory door -------------------
16168    Draw                = W3DModelDraw ModuleTag_06
16169      DefaultConditionState
16170        Model           = NBConYard_A7
16171        Animation       = NBConYard_A7.NBConYard_A7
16172        AnimationMode   = MANUAL
16173        Flags           = START_FRAME_FIRST
16174      End
16175      AliasConditionState = NIGHT
16176      AliasConditionState = SNOW
16177      AliasConditionState = NIGHT SNOW
16178      
16179      ConditionState    = DAMAGED
16180        Model           = NBConYard_A7D
16181        Animation       = NBConYard_A7D.NBConYard_A7D
16182        AnimationMode   = MANUAL
16183        Flags           = START_FRAME_FIRST
16184      End
16185      AliasConditionState = NIGHT DAMAGED
16186      AliasConditionState = SNOW DAMAGED
16187      AliasConditionState = NIGHT SNOW DAMAGED
16188      
16189      ConditionState    = REALLYDAMAGED RUBBLE
16190        Model           = NBConYard_A7D
16191        Animation       = NBConYard_A7D.NBConYard_A7D
16192        AnimationMode   = MANUAL
16193        Flags           = START_FRAME_FIRST
16194      End
16195      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
16196      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
16197      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
16198      
16199      ConditionState    = DOOR_1_OPENING
16200        Model           = NBConYard_A7
16201        Animation       = NBConYard_A7.NBConYard_A7
16202        AnimationMode   = ONCE
16203        Flags           = START_FRAME_FIRST
16204      End   
16205      AliasConditionState = NIGHT DOOR_1_OPENING
16206      AliasConditionState = SNOW DOOR_1_OPENING
16207      AliasConditionState = NIGHT SNOW DOOR_1_OPENING
16208      
16209      ConditionState    = DOOR_1_OPENING DAMAGED
16210        Model           = NBConYard_A7D
16211        Animation       = NBConYard_A7D.NBConYard_A7D
16212        AnimationMode   = ONCE
16213        Flags           = START_FRAME_FIRST
16214      End   
16215      AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
16216      AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
16217      AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
16218      
16219      ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
16220        Model           = NBConYard_A7D
16221        Animation       = NBConYard_A7D.NBConYard_A7D
16222        AnimationMode   = ONCE
16223        Flags           = START_FRAME_FIRST
16224      End
16225      AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
16226      AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
16227      AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
16228      
16229      ConditionState    = DOOR_1_CLOSING
16230        Model           = NBConYard_A7
16231        Animation       = NBConYard_A7.NBConYard_A7
16232        AnimationMode   = ONCE_BACKWARDS
16233        Flags           = START_FRAME_LAST
16234      End 
16235      AliasConditionState = NIGHT DOOR_1_CLOSING
16236      AliasConditionState = SNOW DOOR_1_CLOSING
16237      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
16238        
16239      ConditionState    = DOOR_1_CLOSING DAMAGED
16240        Model           = NBConYard_A7D
16241        Animation       = NBConYard_A7D.NBConYard_A7D
16242        AnimationMode   = ONCE_BACKWARDS
16243        Flags           = START_FRAME_LAST
16244      End   
16245      AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
16246      AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
16247      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
16248      
16249      ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
16250        Model           = NBConYard_A7D
16251        Animation       = NBConYard_A7D.NBConYard_A7D
16252        AnimationMode   = ONCE_BACKWARDS
16253        Flags           = START_FRAME_LAST
16254      End   
16255      AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
16256      AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
16257      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
16258      
16259      ConditionState    = DOOR_1_WAITING_OPEN
16260        Model           = NBConYard_A7
16261        Animation       = NBConYard_A7.NBConYard_A7
16262        AnimationMode   = MANUAL
16263        Flags           = START_FRAME_LAST
16264      End  
16265      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
16266      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
16267      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
16268       
16269      ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
16270        Model           = NBConYard_A7D
16271        Animation       = NBConYard_A7D.NBConYard_A7D
16272        AnimationMode   = MANUAL
16273        Flags           = START_FRAME_LAST
16274      End  
16275      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
16276      AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
16277      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
16278       
16279      ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
16280        Model           = NBConYard_A7D
16281        Animation       = NBConYard_A7D.NBConYard_A7D
16282        AnimationMode   = MANUAL
16283        Flags           = START_FRAME_LAST
16284      End   
16285      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
16286      AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
16287      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
16288      
16289      ;**************************************************************************************************************************
16290      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
16291      ;for this draw module
16292      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16293        Model              = NBConYard_A7
16294        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16295      End
16296      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
16297      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
16298      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
16299      
16300      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
16301        Model              = NBConYard_A7D
16302        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16303      End
16304      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
16305      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
16306      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
16307      
16308      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
16309        Model              = NBConYard_A7D
16310        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16311      End
16312      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
16313      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
16314      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
16315      
16316      ConditionState       = AWAITING_CONSTRUCTION 
16317        Model              = NONE
16318      End
16319      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
16320      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
16321      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
16322      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
16323      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
16324      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
16325      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
16326      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
16327      AliasConditionState  = SOLD DAMAGED
16328      AliasConditionState  = SOLD REALLYDAMAGED
16329      AliasConditionState  = SOLD NIGHT
16330      AliasConditionState  = SOLD NIGHT DAMAGED
16331      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
16332      AliasConditionState  = SOLD NIGHT SNOW
16333      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
16334      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
16335      ;**************************************************************************************************************************
16336      
16337    End
16338    
16339    ; Officers club flag
16340    Draw = W3DModelDraw ModuleTag_OfficersClub
16341      OkToChangeModelColor = No
16342  
16343      ConditionState       = NONE
16344        Model              = None
16345      End
16346      AliasConditionState  = DAMAGED
16347      AliasConditionState  = REALLYDAMAGED
16348      AliasConditionState  = RUBBLE
16349      AliasConditionState  = REALLYDAMAGED RUBBLE
16350      ConditionState       = PREORDER
16351        Model              = OCFlagCHA
16352        Animation          = OCFlagCHA.OCFlagCHA
16353        AnimationMode      = LOOP
16354        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16355      End
16356  ;    ConditionState       = PREORDER DAMAGED
16357  ;      Model              = OCFlagCHA_D
16358  ;      Animation          = OCFlagCHA_D.OCFlagCHA_D
16359  ;      AnimationMode      = LOOP
16360  ;      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16361  ;    End
16362  ;    ConditionState       = PREORDER REALLYDAMAGED
16363  ;      Model              = OCFlagCHA_E
16364  ;      Animation          = OCFlagCHA_E.OCFlagCHA_E
16365  ;      AnimationMode      = LOOP
16366  ;      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16367  ;    End
16368    End
16369    PlacementViewAngle = -135
16370    ; ***DESIGN parameters ***
16371    DisplayName       = OBJECT:CommandCenter
16372    Side              = ChinaTankGeneral
16373    EditorSorting     = STRUCTURE
16374    BuildCost         = 2000
16375    BuildTime         = 45.0           ; in seconds
16376    EnergyProduction  = 0  ;Command center should be free
16377    CommandSet        = Tank_ChinaCommandCenterCommandSet
16378    VisionRange       = 300.0           ; Shroud clearing distance
16379    ShroudClearingRange = 300
16380    ArmorSet
16381      Conditions      = None
16382      Armor           = StructureArmorTough
16383      DamageFX        = StructureDamageFXNoShake
16384    End
16385    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
16386   ; *** AUDIO Parameters ***
16387    VoiceSelect       = CommandCenterChinaSelect
16388    SoundOnDamaged        = BuildingDamagedStateLight
16389    SoundOnReallyDamaged  = BuildingDestroy
16390    UnitSpecificSounds
16391      UnderConstruction     = UnderConstructionLoop
16392    End
16393  
16394    ; *** ENGINEERING Parameters ***
16395    RadarPriority     = STRUCTURE
16396    KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
16397  
16398    Body              = StructureBody ModuleTag_07
16399      MaxHealth       = 5000.0
16400      InitialHealth   = 5000.0
16401  
16402  
16403      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
16404      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
16405      SubdualDamageCap = 5200
16406      SubdualDamageHealRate = 500
16407      SubdualDamageHealAmount = 100
16408    End
16409  
16410    Behavior = PreorderCreate ModuleTag_PreorderCreate
16411    End
16412  
16413    Behavior = ProductionUpdate ModuleTag_08
16414      NumDoorAnimations            = 1
16415      DoorOpeningTime              = 3000  ;in mSeconds
16416      DoorWaitOpenTime             = 3000  ;in mSeconds
16417      DoorCloseTime                = 3000  ;in mSeconds
16418      ConstructionCompleteDuration = 1500  ;in mSeconds
16419    End
16420    Behavior = DefaultProductionExitUpdate ModuleTag_09
16421      UnitCreatePoint   = X:-18.0  Y: 40.0   Z:0.0
16422      NaturalRallyPoint = X: 60.0  Y: 40.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
16423    End
16424    Behavior = RadarUpdate ModuleTag_10
16425      RadarExtendTime   = 4000     ;in mSeconds
16426    End
16427  
16428    Behavior             = DestroyDie ModuleTag_11
16429      ;nothing
16430    End
16431    Behavior             = CreateObjectDie ModuleTag_12
16432      CreationList  = OCL_LargeStructureDebris
16433    End
16434    Behavior             = FXListDie ModuleTag_13
16435      DeathFX       = FX_StructureMediumDeath
16436    End
16437  
16438    Behavior         = RadarUpgrade ModuleTag_14
16439      TriggeredBy   = Upgrade_ChinaRadar
16440    End
16441  
16442    Behavior = GenerateMinefieldBehavior     ModuleTag_15
16443      TriggeredBy           = Upgrade_ChinaMines
16444      MineName              = ChinaStandardMine
16445      SmartBorder           = Yes
16446      AlwaysCircular        = Yes
16447  
16448      Upgradable            = Yes
16449      UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
16450      UpgradedMineName      = ChinaEMPMine
16451    End
16452  
16453    Behavior           = OCLSpecialPower ModuleTag_16
16454      SpecialPowerTemplate = SuperweaponNapalmStrike
16455      OCL                  = SUPERWEAPON_NapalmStrike
16456    End
16457  
16458    Behavior           = OCLSpecialPower ModuleTag_17
16459      SpecialPowerTemplate = SuperweaponArtilleryBarrage
16460      UpgradeOCL           = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
16461      UpgradeOCL           = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
16462      OCL                  = SUPERWEAPON_ArtilleryBarrage1
16463      CreateLocation       = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
16464    End
16465  
16466    Behavior           = OCLSpecialPower ModuleTag_18
16467      SpecialPowerTemplate = SuperweaponClusterMines
16468      OCL                  = SUPERWEAPON_ClusterMines
16469      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
16470    End
16471  
16472    Behavior           = OCLSpecialPower ModuleTag_19
16473      SpecialPowerTemplate = SuperweaponEMPPulse
16474      OCL                  = SUPERWEAPON_EMPPulse
16475      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
16476    End
16477  
16478    Behavior           = CashHackSpecialPower ModuleTag_20
16479      SpecialPowerTemplate = SuperweaponCashHack
16480      UpgradeMoneyAmount   = SCIENCE_CashHack3 4000
16481      UpgradeMoneyAmount   = SCIENCE_CashHack2 2000
16482      MoneyAmount          = 1000  ; amount of money to steal
16483    End
16484    Behavior           = OCLSpecialPower ModuleTag_21
16485      SpecialPowerTemplate = Early_SuperweaponEmergencyRepair
16486      UpgradeOCL           = Early_SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
16487      UpgradeOCL           = Early_SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
16488      OCL                  = SUPERWEAPON_RepairVehicles1
16489      CreateLocation       = CREATE_AT_LOCATION
16490    End
16491    Behavior           = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05
16492      SpecialPowerTemplate = SuperweaponChinaCarpetBomb
16493      OCL                  = SUPERWEAPON_ChinaCarpetBomb
16494      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
16495    End 
16496  
16497    Behavior = FlammableUpdate ModuleTag_23
16498      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
16499      AflameDamageAmount = 5       ; taking this much damage...
16500      AflameDamageDelay = 500       ; this often.
16501    End
16502  
16503    Behavior = TransitionDamageFX ModuleTag_24
16504      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
16505      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
16506      ;---------------------------------------------------------------------------------------
16507      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
16508      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
16509      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
16510    End
16511  ;  Behavior = GrantUpgradeCreate ModuleTag_25
16512  ;    UpgradeToGrant           = Upgrade_Nationalism
16513  ;    ExemptStatus      = UNDER_CONSTRUCTION
16514  ;  End
16515    Behavior           = OCLSpecialPower ModuleTag_26
16516      SpecialPowerTemplate = Tank_SuperweaponTankParadrop
16517      UpgradeOCL           = SCIENCE_TankParadrop3 Tank_SUPERWEAPON_TankParadrop3
16518      UpgradeOCL           = SCIENCE_TankParadrop2 Tank_SUPERWEAPON_TankParadrop2
16519      OCL                  = Tank_SUPERWEAPON_TankParadrop1
16520      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
16521      OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
16522    End 
16523  
16524    Behavior           = OCLSpecialPower ModuleTag_27
16525      SpecialPowerTemplate = SuperweaponFrenzy
16526      UpgradeOCL           = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3
16527      UpgradeOCL           = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2
16528      OCL                  = SUPERWEAPON_Frenzy1
16529      CreateLocation       = CREATE_AT_LOCATION
16530    End
16531  
16532    Behavior = CommandSetUpgrade ModuleTag_28
16533      CommandSet = Tank_ChinaCommandCenterCommandSetUpgrade
16534      TriggeredBy = Upgrade_ChinaMines
16535    End
16536    Behavior = ArmorUpgrade ModuleTag_29
16537      TriggeredBy = Upgrade_ChinaEMPMines
16538    End
16539  
16540  
16541    Geometry            = BOX
16542    FactoryExitWidth    = 25
16543    GeometryMajorRadius = 60.0
16544    GeometryMinorRadius = 63.0
16545    GeometryHeight      = 36.0
16546    GeometryIsSmall     = No
16547    Shadow              = SHADOW_VOLUME
16548    BuildCompletion     = PLACED_BY_PLAYER
16549  
16550  End
16551  


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