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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 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 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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