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Text File  |  2004-01-28  |  1MB  |  29,283 lines

  1. ; FILE: FactionBuilding.ini ///////////////////////////////////////////////////
  2. ; This file contains only buildings that are part of a player or faction.
  3. ; Typically these are the buildings that can be build by the player or
  4. ; are part of a base.  Objects related to these buildings also appear
  5. ; in this file such as debris.
  6. ;//////////////////////////////////////////////////////////////////////////////
  7.  
  8. ;------------------------------------------------------------------------------
  9. ;Note that we must have this GLA Hole defined before we do any of the
  10. ;object reskins with it later in this file
  11. ;------------------------------------------------------------------------------
  12. Object GLAHole
  13.  
  14.   ; *** ART Parameters ***
  15.   SelectPortrait           = SUHole_L
  16.   ButtonImage              = SUHole_L
  17.   Draw                     = W3DModelDraw  ModuleTag_01
  18.     OkToChangeModelColor   = Yes
  19.     ConditionState         = NONE
  20.       Model                = UBHole
  21.     End
  22.     ConditionState         = DAMAGED
  23.       Model                = UBHole_D
  24.       ParticleSysBone      = Smoke01 SteamVent
  25.     End
  26.     ConditionState         = REALLYDAMAGED
  27.       Model                = UBHole_E
  28.       ParticleSysBone      = Smoke01 SteamVent
  29.       ParticleSysBone      = Smoke02 SteamVent
  30.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  31.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  32.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  33.     End
  34.   End
  35.   
  36. ; ----------------- the door -------------------
  37.   Draw                = W3DModelDraw ModuleTag_02
  38.     OkToChangeModelColor   = Yes
  39.     DefaultConditionState
  40.       Model           = UBHole_A1
  41.       Animation       = UBHole_A1.UBHole_A1
  42.       AnimationMode   = MANUAL
  43.       Flags           = START_FRAME_FIRST
  44.     End
  45.     ConditionState    = SOLD
  46.       Model           = NONE
  47.     End   
  48.     ConditionState  = SOLD SNOW
  49.        Model   = NONE
  50.     End    
  51.  
  52.     ConditionState  = SOLD NIGHT
  53.        Model   = NONE
  54.     End    
  55.  
  56.     ConditionState  = SOLD NIGHT SNOW
  57.        Model   = NONE
  58.     End   
  59.     ConditionState    = DAMAGED
  60.       Model           = UBHole_A1D
  61.       Animation       = UBHole_A1D.UBHole_A1D
  62.       AnimationMode   = MANUAL
  63.       Flags           = START_FRAME_FIRST
  64.     End
  65.     ConditionState    = DOOR_1_OPENING
  66.       Model           = UBHole_A1
  67.       Animation       = UBHole_A1.UBHole_A1
  68.       AnimationMode   = ONCE
  69.       Flags           = START_FRAME_FIRST
  70.     End   
  71.     ConditionState    = DOOR_1_OPENING DAMAGED
  72.       Model           = UBHole_A1D
  73.       Animation       = UBHole_A1D.UBHole_A1D
  74.       AnimationMode   = ONCE
  75.       Flags           = START_FRAME_FIRST
  76.     End
  77.     ConditionState    = DOOR_1_CLOSING
  78.       Model           = UBHole_A1
  79.       Animation       = UBHole_A1.UBHole_A1
  80.       AnimationMode   = ONCE_BACKWARDS
  81.       Flags           = START_FRAME_LAST
  82.     End   
  83.     ConditionState    = DOOR_1_CLOSING DAMAGED
  84.       Model           = UBHole_A1D
  85.       Animation       = UBHole_A1D.UBHole_A1D
  86.       AnimationMode   = ONCE_BACKWARDS
  87.       Flags           = START_FRAME_LAST
  88.     End   
  89.     ConditionState    = DOOR_1_WAITING_OPEN
  90.       Model           = UBHole_A1
  91.       Animation       = UBHole_A1.UBHole_A1
  92.       AnimationMode   = MANUAL
  93.       Flags           = START_FRAME_LAST
  94.     End   
  95.     ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
  96.       Model           = UBHole_A1D
  97.       Animation       = UBHole_A1D.UBHole_A1D
  98.       AnimationMode   = MANUAL
  99.       Flags           = START_FRAME_LAST
  100.     End
  101.   End  
  102.      
  103.   PlacementViewAngle       = -135
  104.  
  105.   ; ***DESIGN parameters ***
  106.   DisplayName       = OBJECT:GLAHole
  107.   Side              = GLA
  108.   EditorSorting     = SYSTEM
  109.   Prerequisites
  110.     Object = GLACommandCenter
  111.   End
  112.   BuildCost         = 100
  113.   BuildTime         = 10.0           ; in seconds
  114.   EnergyProduction  = 0
  115.   VisionRange       = 50.0           ; Shroud clearing distance
  116.   ShroudClearingRange = 50
  117.   ArmorSet
  118.     Conditions      = None
  119.     Armor           = StructureArmor
  120.     DamageFX        = StructureDamageFXNoShake
  121.   End
  122.  
  123.   ; *** AUDIO Parameters ***
  124.   VoiceSelect = TunnelNetworkSelect
  125.   SoundDie              = BuildingDie
  126.   SoundOnDamaged        = BuildingDamagedStateLight
  127.   SoundOnReallyDamaged  = BuildingDestroy
  128.  
  129.   UnitSpecificSounds
  130.     UnderConstruction     = UnderConstructionLoop
  131.   End
  132.  
  133.   ; *** ENGINEERING Parameters ***
  134.   RadarPriority     = STRUCTURE
  135.   KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE IMMUNE_TO_CAPTURE SCORE_DESTROY MP_COUNT_FOR_VICTORY
  136.   Body              = StructureBody ModuleTag_03
  137.     ; To set the health for a particular hole, edit the entry in the object
  138.     ; that will leave the hole behind (edit the RebuildHoleExposeDie entry)
  139.     MaxHealth       = 9999999.9  ;bigger than anything realistic we use
  140.     InitialHealth   = 9999999.9  ;bigger than anything realistic we use
  141.   End
  142.   Behavior                    = RebuildHoleBehavior ModuleTag_04
  143.     WorkerObjectName          = GLAInfantryWorker
  144.     WorkerRespawnDelay        = 20000 ;in milliseconds
  145.     HoleHealthRegen%PerSecond = 0.5%    ;regen this % of HoleMaxHealth per second
  146.   End 
  147.   
  148.   Behavior             = CreateObjectDie ModuleTag_13
  149.     CreationList  = OCL_LargeStructureDebris
  150.   End
  151.   Behavior             = FXListDie ModuleTag_14
  152.     DeathFX       = FX_StructureSmallDeath
  153.   End
  154.   
  155.   
  156.   
  157.   Geometry            = CYLINDER
  158.   GeometryMajorRadius = 25.0
  159.   GeometryHeight      = 5.0    
  160.   GeometryIsSmall     = No
  161.   Shadow              = SHADOW_VOLUME
  162.   BuildCompletion     = PLACED_BY_PLAYER
  163.  
  164. End
  165.  
  166. ;------------------------------------------------------------------------------
  167. Object AmericaCommandCenter
  168.  
  169.   ; *** ART Parameters ***
  170.   SelectPortrait         = SAComCentr_L
  171.   ButtonImage            = SAComCentr
  172.   
  173.   ; ----------------- Main Building ------------------------
  174.   Draw = W3DModelDraw ModuleTag_01
  175.     OkToChangeModelColor = Yes
  176.     ; day ******************************************
  177.     ConditionState       = NONE
  178.       Model              = ABBtCmdHQ
  179.       Animation          = ABBtCmdHQ.ABBtCmdHQ
  180.       AnimationMode      = LOOP
  181.     End
  182.     ConditionState       = DAMAGED
  183.       Model              = ABBtCmdHQ_D
  184.       Animation          = ABBtCmdHQ_D.ABBtCmdHQ_D
  185.       AnimationMode      = LOOP
  186.     End
  187.     ConditionState       = REALLYDAMAGED RUBBLE
  188.       Model              = ABBtCmdHQ_E
  189.       Animation          = ABBtCmdHQ_E.ABBtCmdHQ_E
  190.       AnimationMode      = LOOP
  191.     End
  192.  
  193.  
  194.     ; night ****************************************
  195.     ConditionState       = NIGHT
  196.       Model              = ABBtCmdHQ_N
  197.       Animation          = ABBtCmdHQ_N.ABBtCmdHQ_N
  198.       AnimationMode      = LOOP
  199.     End  
  200.     ConditionState       = DAMAGED NIGHT
  201.       Model              = ABBtCmdHQ_DN
  202.       Animation          = ABBtCmdHQ_DN.ABBtCmdHQ_DN
  203.       AnimationMode      = LOOP
  204.     End
  205.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT
  206.       Model              = ABBtCmdHQ_EN
  207.       Animation          = ABBtCmdHQ_EN.ABBtCmdHQ_EN
  208.       AnimationMode      = LOOP
  209.      End    
  210.  
  211.     
  212.     ; Snow
  213.     ConditionState       = SNOW
  214.       Model              = ABBtCmdHQ_S
  215.       Animation          = ABBtCmdHQ_S.ABBtCmdHQ_S
  216.       AnimationMode      = LOOP
  217.     End  
  218.     ConditionState       = DAMAGED SNOW
  219.       Model              = ABBtCmdHQ_DS
  220.       Animation          = ABBtCmdHQ_DS.ABBtCmdHQ_DS
  221.       AnimationMode      = LOOP
  222.     End
  223.     ConditionState       = REALLYDAMAGED RUBBLE SNOW
  224.       Model              = ABBtCmdHQ_ES
  225.       Animation          = ABBtCmdHQ_ES.ABBtCmdHQ_ES
  226.       AnimationMode      = LOOP
  227.      End    
  228.     
  229.     ; night snow ****************************************
  230.     ConditionState       = NIGHT SNOW
  231.       Model              = ABBtCmdHQ_NS
  232.       Animation          = ABBtCmdHQ_NS.ABBtCmdHQ_NS
  233.       AnimationMode      = LOOP
  234.     End  
  235.     ConditionState       = DAMAGED NIGHT SNOW
  236.       Model              = ABBtCmdHQ_DNS
  237.       Animation          = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS
  238.       AnimationMode      = LOOP
  239.     End
  240.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
  241.       Model              = ABBtCmdHQ_ENS
  242.       Animation          = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS
  243.       AnimationMode      = LOOP
  244.      End 
  245.  
  246.     
  247.     
  248.     ;**************************************************************************************************************************
  249.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  250.     ;for this draw module
  251.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  252.       Model              = ABBtCmdHQ
  253.       Animation          = ABBtCmdHQ.ABBtCmdHQ
  254.       AnimationMode      = LOOP
  255.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  256.     End
  257.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  258.       Model              = ABBtCmdHQ_D
  259.       Animation          = ABBtCmdHQ_D.ABBtCmdHQ_D
  260.       AnimationMode      = LOOP
  261.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  262.     End
  263.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  264.       Model              = ABBtCmdHQ_E
  265.       Animation          = ABBtCmdHQ_E.ABBtCmdHQ_E
  266.       AnimationMode      = LOOP
  267.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  268.     End
  269.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  270.       Model              = ABBtCmdHQ_N
  271.       Animation          = ABBtCmdHQ_N.ABBtCmdHQ_N
  272.       AnimationMode      = LOOP
  273.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  274.     End
  275.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  276.       Model              = ABBtCmdHQ_DN
  277.       Animation          = ABBtCmdHQ_DN.ABBtCmdHQ_DN
  278.       AnimationMode      = LOOP
  279.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  280.     End
  281.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  282.       Model              = ABBtCmdHQ_EN
  283.       Animation          = ABBtCmdHQ_EN.ABBtCmdHQ_EN
  284.       AnimationMode      = LOOP
  285.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  286.     End
  287.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  288.       Model              = ABBtCmdHQ_S
  289.       Animation          = ABBtCmdHQ_S.ABBtCmdHQ_S
  290.       AnimationMode      = LOOP
  291.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  292.     End
  293.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  294.       Model              = ABBtCmdHQ_DS
  295.       Animation          = ABBtCmdHQ_DS.ABBtCmdHQ_DS
  296.       AnimationMode      = LOOP
  297.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  298.     End
  299.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  300.       Model              = ABBtCmdHQ_ES
  301.       Animation          = ABBtCmdHQ_ES.ABBtCmdHQ_ES
  302.       AnimationMode      = LOOP
  303.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  304.     End
  305.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  306.       Model              = ABBtCmdHQ_NS
  307.       Animation          = ABBtCmdHQ_NS.ABBtCmdHQ_NS
  308.       AnimationMode      = LOOP
  309.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  310.     End
  311.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  312.       Model              = ABBtCmdHQ_DNS
  313.       Animation          = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS
  314.       AnimationMode      = LOOP
  315.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  316.     End
  317.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  318.       Model              = ABBtCmdHQ_ENS
  319.       Animation          = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS
  320.       AnimationMode      = LOOP
  321.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  322.     End
  323.  
  324.     ConditionState       = AWAITING_CONSTRUCTION 
  325.       Model              = NONE
  326.     End
  327.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  328.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  329.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  330.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  331.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  332.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  333.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  334.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  335.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  336.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  337.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  338.     AliasConditionState  = SOLD 
  339.     AliasConditionState  = SOLD DAMAGED
  340.     AliasConditionState  = SOLD REALLYDAMAGED
  341.     AliasConditionState  = SOLD NIGHT
  342.     AliasConditionState  = SOLD NIGHT DAMAGED
  343.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  344.     AliasConditionState  = SOLD SNOW
  345.     AliasConditionState  = SOLD SNOW DAMAGED
  346.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  347.     AliasConditionState  = SOLD NIGHT SNOW
  348.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  349.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  350.     ;**************************************************************************************************************************************************************************************************************
  351.     
  352.    End
  353.  
  354. ; ----------------- the factory door -------------------
  355.   Draw                = W3DModelDraw ModuleTag_02
  356.     DefaultConditionState
  357.       Model           = ABBtCmdHQ_A7
  358.       Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
  359.       AnimationMode   = MANUAL
  360.       Flags           = START_FRAME_FIRST
  361.     End
  362.  
  363.  
  364.     ;**************************************************************************************************************************
  365.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  366.     ;for this draw module
  367.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  368.       Model              = ABBtCmdHQ_A7
  369.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  370.     End
  371.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  372.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  373.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
  374.     
  375.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  376.       Model              = ABBtCmdHQ_A7D
  377.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  378.     End
  379.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  380.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  381.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED
  382.     
  383.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  384.       Model              = ABBtCmdHQ_A7E
  385.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  386.     End
  387.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  388.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  389.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT
  390.     
  391.     
  392.     ConditionState       = AWAITING_CONSTRUCTION 
  393.       Model              = NONE
  394.     End
  395.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  396.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  397.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  398.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  399.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  400.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  401.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  402.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  403.     AliasConditionState  = SOLD DAMAGED
  404.     AliasConditionState  = SOLD REALLYDAMAGED
  405.     AliasConditionState  = SOLD NIGHT
  406.     AliasConditionState  = SOLD NIGHT DAMAGED
  407.  
  408.  
  409.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  410.     AliasConditionState  = SOLD NIGHT SNOW
  411.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  412.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  413.     ;**************************************************************************************************************************
  414.  
  415.  
  416.     ConditionState    = DAMAGED
  417.       Model           = ABBtCmdHQ_A7D
  418.       Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
  419.       AnimationMode   = MANUAL
  420.       Flags           = START_FRAME_FIRST
  421.     End
  422.     ConditionState    = REALLYDAMAGED RUBBLE
  423.       Model           = ABBtCmdHQ_A7E
  424.       Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
  425.       AnimationMode   = MANUAL
  426.       Flags           = START_FRAME_FIRST
  427.     End
  428.     
  429.     
  430.     ConditionState    = DOOR_1_OPENING
  431.       Model           = ABBtCmdHQ_A7
  432.       Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
  433.       AnimationMode   = ONCE
  434.       Flags           = START_FRAME_FIRST
  435.     End   
  436.     ConditionState    = DOOR_1_OPENING DAMAGED
  437.       Model           = ABBtCmdHQ_A7D
  438.       Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
  439.       AnimationMode   = ONCE
  440.       Flags           = START_FRAME_FIRST
  441.     End   
  442.     ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
  443.       Model           = ABBtCmdHQ_A7E
  444.       Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
  445.       AnimationMode   = ONCE
  446.       Flags           = START_FRAME_FIRST
  447.     End
  448.     ConditionState    = DOOR_1_CLOSING
  449.       Model           = ABBtCmdHQ_A7
  450.       Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
  451.       AnimationMode   = ONCE_BACKWARDS
  452.       Flags           = START_FRAME_LAST
  453.     End
  454.     
  455.     
  456.     ConditionState    = DOOR_1_CLOSING DAMAGED
  457.       Model           = ABBtCmdHQ_A7D
  458.       Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
  459.       AnimationMode   = ONCE_BACKWARDS
  460.       Flags           = START_FRAME_LAST
  461.     End   
  462.     ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  463.       Model           = ABBtCmdHQ_A7E
  464.       Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
  465.       AnimationMode   = ONCE_BACKWARDS
  466.       Flags           = START_FRAME_LAST
  467.     End   
  468.     ConditionState    = DOOR_1_WAITING_OPEN
  469.       Model           = ABBtCmdHQ_A7
  470.       Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
  471.       AnimationMode   = MANUAL
  472.       Flags           = START_FRAME_LAST
  473.     End   
  474.     ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
  475.       Model           = ABBtCmdHQ_A7D
  476.       Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
  477.       AnimationMode   = MANUAL
  478.       Flags           = START_FRAME_LAST
  479.     End   
  480.     ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  481.       Model           = ABBtCmdHQ_A7E
  482.       Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
  483.       AnimationMode   = MANUAL
  484.       Flags           = START_FRAME_LAST
  485.     End   
  486.   End
  487.   
  488.   PlacementViewAngle  = -135
  489.  
  490.   ; ------------ Radar Extending -----------------
  491.   Draw                = W3DModelDraw ModuleTag_03
  492.     ConditionState    = None
  493.       Model           = ABBtCmdHQ_AC
  494.       Animation       = ABBtCmdHQ_AC.ABBtCmdHQ_AC
  495.       AnimationMode   = LOOP
  496.     End
  497.     AliasConditionState = NIGHT
  498.     AliasConditionState = SNOW
  499.     AliasConditionState = NIGHT SNOW
  500.     
  501.     ConditionState    = DAMAGED
  502.       Model           = ABBtCmdHQ_ACD
  503.       Animation       = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD
  504.       AnimationMode   = LOOP
  505.     End
  506.     AliasConditionState = NIGHT DAMAGED
  507.     AliasConditionState = SNOW DAMAGED
  508.     AliasConditionState = NIGHT SNOW DAMAGED
  509.     
  510.     ConditionState    = REALLYDAMAGED RUBBLE
  511.       Model           = ABBtCmdHQ_ACE
  512.       Animation       = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE
  513.       AnimationMode   = LOOP
  514.     End
  515.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  516.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  517.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  518.     
  519.     ;**************************************************************************************************************************
  520.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  521.     ;for this draw module
  522.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  523.       Model              = ABBtCmdHQ_AC
  524.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  525.     End
  526.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  527.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  528.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  529.     
  530.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  531.       Model              = ABBtCmdHQ_ACD
  532.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  533.     End
  534.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  535.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  536.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  537.     
  538.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  539.       Model              = ABBtCmdHQ_ACE
  540.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  541.     End
  542.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  543.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  544.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  545.     
  546.     ConditionState       = AWAITING_CONSTRUCTION 
  547.       Model              = NONE
  548.     End
  549.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  550.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  551.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  552.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  553.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  554.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  555.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  556.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  557.     AliasConditionState  = SOLD DAMAGED
  558.     AliasConditionState  = SOLD REALLYDAMAGED
  559.     AliasConditionState  = SOLD NIGHT
  560.     AliasConditionState  = SOLD NIGHT DAMAGED
  561.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  562.     AliasConditionState  = SOLD NIGHT SNOW
  563.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  564.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  565.     ;**************************************************************************************************************************
  566.     
  567.   End
  568.  
  569.   ; ----------------- The Door ------------------------
  570.   Draw = W3DModelDraw ModuleTag_04
  571.   
  572.     DefaultConditionState
  573.       Model           = ABBtCmdHQ_A7
  574.  
  575.       Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
  576.       AnimationMode   = MANUAL
  577.       Flags           = START_FRAME_FIRST
  578.     End
  579.     AliasConditionState = NIGHT 
  580.     AliasConditionState = SNOW 
  581.     AliasConditionState = NIGHT SNOW
  582.        
  583.     ConditionState    = DAMAGED
  584.       Model           = ABBtCmdHQ_A7D
  585.       Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
  586.       AnimationMode   = MANUAL
  587.       Flags           = START_FRAME_FIRST
  588.     End
  589.     AliasConditionState = NIGHT DAMAGED
  590.     AliasConditionState = SNOW DAMAGED
  591.     AliasConditionState = NIGHT SNOW DAMAGED
  592.     
  593.     ConditionState    = REALLYDAMAGED RUBBLE
  594.       Model           = ABBtCmdHQ_A7E
  595.       Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
  596.       AnimationMode   = MANUAL
  597.       Flags           = START_FRAME_FIRST
  598.     End
  599.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  600.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  601.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  602.     
  603.     ConditionState    = DOOR_1_OPENING
  604.       Model           = ABBtCmdHQ_A7
  605.       Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
  606.       AnimationMode   = ONCE
  607.       Flags           = START_FRAME_FIRST
  608.     End   
  609.     AliasConditionState = NIGHT DOOR_1_OPENING
  610.     AliasConditionState = SNOW DOOR_1_OPENING
  611.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING
  612.     
  613.     ConditionState    = DOOR_1_OPENING DAMAGED
  614.       Model           = ABBtCmdHQ_A7D
  615.       Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
  616.       AnimationMode   = ONCE
  617.       Flags           = START_FRAME_FIRST
  618.     End  
  619.     AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
  620.     AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
  621.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
  622.      
  623.     ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
  624.       Model           = ABBtCmdHQ_A7E
  625.       Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
  626.       AnimationMode   = ONCE
  627.       Flags           = START_FRAME_FIRST
  628.     End
  629.     AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
  630.     AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
  631.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
  632.     
  633.     ConditionState    = DOOR_1_CLOSING
  634.       Model           = ABBtCmdHQ_A7
  635.       Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
  636.       AnimationMode   = ONCE_BACKWARDS
  637.       Flags           = START_FRAME_LAST
  638.     End   
  639.     AliasConditionState = NIGHT DOOR_1_CLOSING
  640.     AliasConditionState = SNOW DOOR_1_CLOSING
  641.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
  642.     
  643.     ConditionState    = DOOR_1_CLOSING DAMAGED
  644.       Model           = ABBtCmdHQ_A7D
  645.       Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
  646.       AnimationMode   = ONCE_BACKWARDS
  647.       Flags           = START_FRAME_LAST
  648.     End   
  649.     AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
  650.     AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
  651.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
  652.     
  653.     ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  654.       Model           = ABBtCmdHQ_A7E
  655.       Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
  656.       AnimationMode   = ONCE_BACKWARDS
  657.       Flags           = START_FRAME_LAST
  658.     End   
  659.     AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  660.     AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  661.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  662.     
  663.     ConditionState    = DOOR_1_WAITING_OPEN
  664.       Model           = ABBtCmdHQ_A7
  665.       Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
  666.       AnimationMode   = MANUAL
  667.       Flags           = START_FRAME_LAST
  668.     End   
  669.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
  670.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN
  671.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
  672.     
  673.     ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
  674.       Model           = ABBtCmdHQ_A7D
  675.       Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
  676.       AnimationMode   = MANUAL
  677.       Flags           = START_FRAME_LAST
  678.     End   
  679.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
  680.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
  681.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
  682.     
  683.     ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  684.       Model           = ABBtCmdHQ_A7E
  685.       Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
  686.       AnimationMode   = MANUAL
  687.       Flags           = START_FRAME_LAST
  688.     End  
  689.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  690.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  691.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  692.     
  693.     ;**************************************************************************************************************************
  694.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  695.     ;for this draw module
  696.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  697.       Model              = ABBtCmdHQ_A7
  698.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  699.     End
  700.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  701.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  702.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  703.     
  704.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  705.       Model              = ABBtCmdHQ_A7D
  706.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  707.     End
  708.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  709.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  710.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  711.     
  712.  
  713.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  714.       Model              = ABBtCmdHQ_A7E
  715.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  716.     End
  717.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  718.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  719.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  720.     
  721.     ConditionState       = AWAITING_CONSTRUCTION 
  722.       Model              = NONE
  723.     End
  724.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  725.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  726.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  727.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  728.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  729.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  730.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  731.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  732.     AliasConditionState  = SOLD DAMAGED
  733.     AliasConditionState  = SOLD REALLYDAMAGED
  734.     AliasConditionState  = SOLD NIGHT
  735.     AliasConditionState  = SOLD NIGHT DAMAGED
  736.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  737.     AliasConditionState  = SOLD NIGHT SNOW
  738.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  739.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  740.     ;**************************************************************************************************************************
  741.  
  742.   End    
  743.  
  744.   ; ------------ construction-zone fence -----------------
  745.   Draw = W3DModelDraw ModuleTag_05
  746.   AnimationsRequirePower = No
  747.   
  748.     DefaultConditionState
  749.       Model           = None
  750.       TransitionKey   = DOWN_DEFAULT
  751.     End
  752.     ConditionState    = NIGHT
  753.       Model           = None
  754.       TransitionKey   = DOWN_DEFAULT
  755.     End
  756.     ConditionState    = SNOW
  757.       Model           = None
  758.       TransitionKey   = DOWN_DEFAULT
  759.     End
  760.     ConditionState    = SNOW NIGHT
  761.       Model           = None
  762.       TransitionKey   = DOWN_DEFAULT
  763.     End
  764.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  765.       Model           = ABBtCmdHQ_A4
  766.       Animation       = ABBtCmdHQ_A4.ABBtCmdHQ_A4
  767.       AnimationMode   = MANUAL
  768.       Flags           = START_FRAME_LAST
  769.       TransitionKey   = UP_DAY
  770.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  771.       ParticleSysBone = SparksS01 LiveWireSparks02
  772.     End
  773.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  774.       Model           = ABBtCmdHQ_A4N
  775.       Animation       = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
  776.       AnimationMode   = MANUAL
  777.       Flags           = START_FRAME_LAST
  778.       TransitionKey   = UP_NIGHT
  779.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  780.       ParticleSysBone = SparksS01 LiveWireSparks02
  781.     End
  782.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  783.       Model           = ABBtCmdHQ_A4S
  784.       Animation       = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
  785.       AnimationMode   = MANUAL
  786.       Flags           = START_FRAME_LAST
  787.       TransitionKey   = UP_SNOW
  788.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  789.       ParticleSysBone = SparksS01 LiveWireSparks02
  790.     End
  791.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  792.       Model           = ABBtCmdHQ_A4SN
  793.       Animation       = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
  794.       AnimationMode   = MANUAL
  795.       Flags           = START_FRAME_LAST
  796.       TransitionKey   = UP_SNOWNIGHT
  797.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  798.       ParticleSysBone = SparksS01 LiveWireSparks02
  799.     End
  800.     TransitionState   = DOWN_DEFAULT UP_DAY
  801.       Model           = ABBtCmdHQ_A4
  802.       Animation       = ABBtCmdHQ_A4.ABBtCmdHQ_A4
  803.       AnimationMode   = ONCE
  804.       AnimationSpeedFactorRange = 1.0 1.0
  805.       Flags           = START_FRAME_FIRST
  806.     End
  807.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  808.       Model           = ABBtCmdHQ_A4N
  809.       Animation       = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
  810.       AnimationMode   = ONCE
  811.       AnimationSpeedFactorRange = 1.0 1.0
  812.       Flags           = START_FRAME_FIRST
  813.     End
  814.     TransitionState   = DOWN_DEFAULT UP_SNOW
  815.       Model           = ABBtCmdHQ_A4S
  816.       Animation       = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
  817.       AnimationMode   = ONCE
  818.       AnimationSpeedFactorRange = 1.0 1.0
  819.       Flags           = START_FRAME_FIRST
  820.     End
  821.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  822.       Model           = ABBtCmdHQ_A4SN
  823.       Animation       = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
  824.       AnimationMode   = ONCE
  825.       AnimationSpeedFactorRange = 1.0 1.0
  826.       Flags           = START_FRAME_FIRST
  827.     End
  828.     TransitionState   = UP_DAY DOWN_DEFAULT
  829.       Model           = ABBtCmdHQ_A4
  830.       Animation       = ABBtCmdHQ_A4.ABBtCmdHQ_A4
  831.       AnimationMode   = ONCE_BACKWARDS
  832.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  833.       Flags           = START_FRAME_LAST
  834.     End
  835.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  836.       Model           = ABBtCmdHQ_A4N
  837.       Animation       = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
  838.       AnimationMode   = ONCE_BACKWARDS
  839.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  840.       Flags           = START_FRAME_LAST
  841.     End
  842.     TransitionState   = UP_SNOW DOWN_DEFAULT
  843.       Model           = ABBtCmdHQ_A4S
  844.       Animation       = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
  845.       AnimationMode   = ONCE_BACKWARDS
  846.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  847.       Flags           = START_FRAME_LAST
  848.     End
  849.     TransitionState   = UP_SNOW NIGHT DOWN_DEFAULT
  850.       Model           = ABBtCmdHQ_A4SN
  851.       Animation       = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
  852.       AnimationMode   = ONCE_BACKWARDS
  853.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  854.       Flags           = START_FRAME_LAST
  855.     End
  856.   End
  857.  
  858.   ; ------------ under-construction scaffolding -----------------
  859.   Draw = W3DModelDraw ModuleTag_06
  860.   AnimationsRequirePower = No
  861.     MinLODRequired = MEDIUM
  862.     DefaultConditionState
  863.       Model           = None
  864.       TransitionKey   = DOWN_DEFAULT
  865.     End
  866.     ConditionState    = NIGHT
  867.       Model           = None
  868.       TransitionKey   = DOWN_DEFAULT
  869.     End
  870.     ConditionState    = SNOW
  871.       Model           = None
  872.       TransitionKey   = DOWN_DEFAULT
  873.     End
  874.     ConditionState    = SNOW NIGHT
  875.       Model           = None
  876.       TransitionKey   = DOWN_DEFAULT
  877.     End
  878.     ConditionState    = PARTIALLY_CONSTRUCTED
  879.       Model           = ABBtCmdHQ_A6
  880.       Animation       = ABBtCmdHQ_A6.ABBtCmdHQ_A6
  881.       AnimationMode   = MANUAL
  882.       Flags           = START_FRAME_LAST
  883.       TransitionKey   = UP_DAY
  884.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  885.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  886.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  887.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  888.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  889.       ParticleSysBone = Sparks08 BuildUpBlueSpark
  890.       ParticleSysBone = Sparks09 BuildUpBlueSpark
  891.     End
  892.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  893.       Model           = ABBtCmdHQ_A6N
  894.       Animation       = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
  895.       AnimationMode   = MANUAL
  896.       Flags           = START_FRAME_LAST
  897.       TransitionKey   = UP_NIGHT
  898.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  899.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  900.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  901.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  902.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  903.       ParticleSysBone = Sparks08 BuildUpBlueSpark
  904.       ParticleSysBone = Sparks09 BuildUpBlueSpark
  905.     End
  906.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  907.       Model           = ABBtCmdHQ_A6S
  908.       Animation       = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
  909.       AnimationMode   = MANUAL
  910.       Flags           = START_FRAME_LAST
  911.       TransitionKey   = UP_SNOW
  912.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  913.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  914.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  915.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  916.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  917.       ParticleSysBone = Sparks08 BuildUpBlueSpark
  918.       ParticleSysBone = Sparks09 BuildUpBlueSpark
  919.     End
  920.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  921.       Model           = ABBtCmdHQ_A6SN
  922.       Animation       = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
  923.       AnimationMode   = MANUAL
  924.       Flags           = START_FRAME_LAST
  925.       TransitionKey   = UP_SNOWNIGHT
  926.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  927.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  928.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  929.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  930.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  931.       ParticleSysBone = Sparks08 BuildUpBlueSpark
  932.       ParticleSysBone = Sparks09 BuildUpBlueSpark
  933.     End
  934.     TransitionState   = DOWN_DEFAULT UP_DAY
  935.      Model            = ABBtCmdHQ_A6
  936.       Animation       = ABBtCmdHQ_A6.ABBtCmdHQ_A6
  937.       AnimationMode   = ONCE
  938.       AnimationSpeedFactorRange = 1.0 1.0
  939.       Flags           = START_FRAME_FIRST
  940.     End
  941.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  942.      Model            = ABBtCmdHQ_A6N
  943.       Animation       = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
  944.       AnimationMode   = ONCE
  945.       AnimationSpeedFactorRange = 1.0 1.0
  946.       Flags           = START_FRAME_FIRST
  947.     End
  948.     TransitionState   = DOWN_DEFAULT UP_SNOW
  949.      Model            = ABBtCmdHQ_A6S
  950.       Animation       = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
  951.       AnimationMode   = ONCE
  952.       AnimationSpeedFactorRange = 1.0 1.0
  953.       Flags           = START_FRAME_FIRST
  954.     End
  955.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  956.      Model            = ABBtCmdHQ_A6SN
  957.       Animation       = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
  958.       AnimationMode   = ONCE
  959.       AnimationSpeedFactorRange = 1.0 1.0
  960.       Flags           = START_FRAME_FIRST
  961.     End
  962.     TransitionState   = UP_DAY DOWN_DEFAULT
  963.       Model           = ABBtCmdHQ_A6
  964.       Animation       = ABBtCmdHQ_A6.ABBtCmdHQ_A6
  965.       AnimationMode   = ONCE_BACKWARDS
  966.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  967.       Flags           = START_FRAME_LAST
  968.     End
  969.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  970.       Model           = ABBtCmdHQ_A6N
  971.       Animation       = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
  972.       AnimationMode   = ONCE_BACKWARDS
  973.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  974.       Flags           = START_FRAME_LAST
  975.     End
  976.     TransitionState   = UP_SNOW DOWN_DEFAULT
  977.       Model           = ABBtCmdHQ_A6S
  978.       Animation       = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
  979.       AnimationMode   = ONCE_BACKWARDS
  980.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  981.       Flags           = START_FRAME_LAST
  982.     End
  983.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  984.       Model           = ABBtCmdHQ_A6SN
  985.       Animation       = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
  986.       AnimationMode   = ONCE_BACKWARDS
  987.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  988.       Flags           = START_FRAME_LAST
  989.     End
  990.   End
  991.  
  992.   ; ------------ being-constructed crane -----------------
  993.   Draw = W3DModelDraw ModuleTag_07
  994.   AnimationsRequirePower = No
  995.     DefaultConditionState
  996.       Model           = None
  997.       TransitionKey   = DOWN_DEFAULT
  998.     End
  999.     ConditionState    = NIGHT
  1000.       Model           = None
  1001.       TransitionKey   = DOWN_DEFAULT
  1002.     End
  1003.     ConditionState    = SNOW
  1004.       Model           = None
  1005.       TransitionKey   = DOWN_DEFAULT
  1006.     End
  1007.     ConditionState    = SNOW NIGHT
  1008.       Model           = None
  1009.       TransitionKey   = DOWN_DEFAULT
  1010.     End
  1011.     ConditionState    = SOLD
  1012.       Model           = NONE
  1013.     End
  1014.  
  1015.     ConditionState    = ACTIVELY_BEING_CONSTRUCTED
  1016.       Model           = ABBtCmdHQ_A5
  1017.       Animation       = ABBtCmdHQ_A5.ABBtCmdHQ_A5
  1018.       AnimationMode   = LOOP
  1019.       TransitionKey   = UP_DAY
  1020.     End
  1021.  
  1022.     ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
  1023.       Model           = ABBtCmdHQ_A5N
  1024.       Animation       = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N
  1025.       AnimationMode   = LOOP
  1026.       TransitionKey   = UP_NIGHT
  1027.     End
  1028.     ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
  1029.       Model           = ABBtCmdHQ_A5S
  1030.       Animation       = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S
  1031.       AnimationMode   = LOOP
  1032.       TransitionKey   = UP_SNOW
  1033.     End
  1034.     ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  1035.       Model           = ABBtCmdHQ_A5SN
  1036.       Animation       = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN
  1037.       AnimationMode   = LOOP
  1038.       TransitionKey   = UP_SNOWNIGHT
  1039.     End
  1040.     TransitionState   = DOWN_DEFAULT UP_DAY
  1041.       Model           = ABBtCmdHQ_A3
  1042.       Animation       = ABBtCmdHQ_A3.ABBtCmdHQ_A3
  1043.       AnimationMode   = ONCE
  1044.       AnimationSpeedFactorRange = 1.0 1.0
  1045.       Flags           = START_FRAME_FIRST
  1046.     End
  1047.  
  1048.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  1049.       Model           = ABBtCmdHQ_A3N
  1050.       Animation       = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N
  1051.       AnimationMode   = ONCE
  1052.       AnimationSpeedFactorRange = 1.0 1.0
  1053.       Flags           = START_FRAME_FIRST
  1054.     End
  1055.     TransitionState   = DOWN_DEFAULT UP_SNOW
  1056.       Model           = ABBtCmdHQ_A3S
  1057.       ; @todo srj -- not found
  1058.       Animation       = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
  1059.       AnimationMode   = ONCE
  1060.       AnimationSpeedFactorRange = 1.0 1.0
  1061.       Flags           = START_FRAME_FIRST
  1062.     End
  1063.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  1064.       Model           = ABBtCmdHQ_A3SN
  1065.       Animation       = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN
  1066.       AnimationMode   = ONCE
  1067.       AnimationSpeedFactorRange = 1.0 1.0
  1068.       Flags           = START_FRAME_FIRST
  1069.     End
  1070.     TransitionState   = UP_DAY DOWN_DEFAULT
  1071.       Model           = ABBtCmdHQ_A3
  1072.       Animation       = ABBtCmdHQ_A3.ABBtCmdHQ_A3
  1073.       AnimationMode   = ONCE_BACKWARDS
  1074.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1075.       Flags           = START_FRAME_LAST
  1076.     End
  1077.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  1078.       Model           = ABBtCmdHQ_A3N
  1079.       Animation       = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N
  1080.       AnimationMode   = ONCE_BACKWARDS
  1081.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1082.       Flags           = START_FRAME_LAST
  1083.     End
  1084.     TransitionState   = UP_SNOW DOWN_DEFAULT
  1085.       Model           = ABBtCmdHQ_A3S
  1086.       ; @todo srj -- not found
  1087.       Animation       = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
  1088.       AnimationMode   = ONCE_BACKWARDS
  1089.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1090.       Flags           = START_FRAME_LAST
  1091.     End
  1092.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  1093.       Model           = ABBtCmdHQ_A3S
  1094.       Animation       = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
  1095.       AnimationMode   = ONCE_BACKWARDS
  1096.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1097.       Flags           = START_FRAME_LAST
  1098.     End
  1099.   End
  1100.  
  1101.   ; Officers club flag
  1102.   Draw = W3DModelDraw ModuleTag_OfficersClub
  1103.     OkToChangeModelColor = No
  1104.  
  1105.     ConditionState       = NONE
  1106.       Model              = None
  1107.     End
  1108.     AliasConditionState  = DAMAGED
  1109.     AliasConditionState  = REALLYDAMAGED
  1110.     AliasConditionState  = RUBBLE
  1111.     AliasConditionState  = REALLYDAMAGED RUBBLE
  1112.     ConditionState       = PREORDER
  1113.       Model              = OCFlagUSA
  1114.       Animation          = OCFlagUSA.OCFlagUSA
  1115.       AnimationMode      = LOOP
  1116.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1117.     End
  1118.     ConditionState       = PREORDER DAMAGED
  1119.       Model              = OCFlagUSA_D
  1120.       Animation          = OCFlagUSA_D.OCFlagUSA_D
  1121.       AnimationMode      = LOOP
  1122.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1123.     End
  1124.     ConditionState       = PREORDER REALLYDAMAGED RUBBLE
  1125.       Model              = OCFlagUSA_E
  1126.       Animation          = OCFlagUSA_E.OCFlagUSA_E
  1127.       AnimationMode      = LOOP
  1128.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1129.     End
  1130.   End
  1131.  
  1132.   
  1133.   PlacementViewAngle  = -135
  1134.  
  1135.   ; ***DESIGN parameters ***
  1136.   DisplayName           = OBJECT:CommandCenter 
  1137.   Side                  = America
  1138.   EditorSorting         = STRUCTURE
  1139.   BuildCost             = 2000
  1140.   BuildTime             = 45.0           ; in seconds
  1141.   EnergyProduction      = 0   ;Command Center should be free
  1142.   CommandSet            = AmericaCommandCenterCommandSet
  1143.   VisionRange           = 300.0           ; Shroud clearing distance
  1144.   ShroudClearingRange = 300
  1145.   ArmorSet
  1146.     Conditions          = None
  1147.     Armor               = StructureArmorTough
  1148.     DamageFX            = StructureDamageFXNoShake
  1149.   End
  1150.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  1151.  
  1152.   ; *** AUDIO Parameters ***
  1153.   VoiceSelect           = CommandCenterUSASelect
  1154.   SoundDie              = BuildingDie
  1155.   SoundOnDamaged        = BuildingDamagedStateLight
  1156.   SoundOnReallyDamaged  = BuildingDestroy
  1157.  
  1158.   UnitSpecificSounds
  1159.     UnderConstruction     = UnderConstructionLoop
  1160.   End
  1161.  
  1162.   ; *** ENGINEERING Parameters ***
  1163.   RadarPriority       = STRUCTURE
  1164.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
  1165.   Body                = StructureBody ModuleTag_08
  1166.     MaxHealth         = 5000.0
  1167.     InitialHealth     = 5000.0
  1168.   End
  1169.  
  1170.   Behavior = PreorderCreate ModuleTag_PreorderCreate
  1171.   End
  1172.  
  1173.   Behavior = GrantUpgradeCreate ModuleTag_09
  1174.     UpgradeToGrant           = Upgrade_AmericaRadar
  1175.     ExemptStatus      = UNDER_CONSTRUCTION
  1176.   End
  1177.   Behavior = ProductionUpdate ModuleTag_11
  1178.     NumDoorAnimations            = 1
  1179.     DoorOpeningTime              = 1500  ;in mSeconds
  1180.     DoorWaitOpenTime             = 3000  ;in mSeconds
  1181.     DoorCloseTime                = 1500  ;in mSeconds
  1182.     ConstructionCompleteDuration = 1500  ;in mSeconds
  1183.   End
  1184.   Behavior = RadarUpdate ModuleTag_12
  1185.     RadarExtendTime   = 4000     ;in mSeconds
  1186.   End
  1187.   Behavior = DefaultProductionExitUpdate ModuleTag_13
  1188.     UnitCreatePoint   = X:-18.0  Y:  35.0   Z:0.0
  1189.     NaturalRallyPoint = X: 60.0  Y:  35.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  1190.   End
  1191.   Behavior = BaseRegenerateUpdate ModuleTag_14
  1192.     ;No data
  1193.   End
  1194.   Behavior             = DestroyDie ModuleTag_15
  1195.     ;nothing
  1196.   End
  1197.   Behavior             = CreateObjectDie ModuleTag_16
  1198.     CreationList  = OCL_LargeStructureDebris
  1199.   End
  1200.   Behavior             = CreateObjectDie ModuleTag_17
  1201.     CreationList  = OCL_AmericanRangerDebris10
  1202.     ExemptStatus  = UNDER_CONSTRUCTION
  1203.   End
  1204.   Behavior             = FXListDie ModuleTag_18
  1205.     DeathFX       = FX_StructureMediumDeath
  1206.   End
  1207.   Behavior         = RadarUpgrade ModuleTag_19
  1208.     TriggeredBy   = Upgrade_AmericaRadar
  1209.   End
  1210.   Behavior           = OCLSpecialPower ModuleTag_20
  1211.     SpecialPowerTemplate = SuperweaponDaisyCutter
  1212.     OCL                  = SUPERWEAPON_DaisyCutter
  1213.     CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  1214.   End
  1215.   Behavior           = OCLSpecialPower ModuleTag_21
  1216.     SpecialPowerTemplate = SpecialPowerSpyDrone
  1217.     OCL                  = SUPERWEAPON_SpyDrone
  1218.     CreateLocation       = CREATE_ABOVE_LOCATION
  1219.   End
  1220.   Behavior           = OCLSpecialPower ModuleTag_22
  1221.     SpecialPowerTemplate = SuperweaponParadropAmerica
  1222.     UpgradeOCL           = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3
  1223.     UpgradeOCL           = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2
  1224.     OCL                  = SUPERWEAPON_Paradrop1
  1225.     CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  1226.   End 
  1227. ;  Behavior           = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the ChinaAirfield in CHI05
  1228. ;    SpecialPowerTemplate = SuperweaponCarpetBomb
  1229. ;    OCL                  = SUPERWEAPON_CarpetBomb
  1230. ;    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  1231. ;  End 
  1232.   Behavior           = OCLSpecialPower ModuleTag_24
  1233.     SpecialPowerTemplate = SpecialPowerSpySatellite
  1234.     OCL                  = SUPERWEAPON_SpySatellite
  1235.     CreateLocation       = CREATE_AT_LOCATION
  1236.   End
  1237.   Behavior    = OCLSpecialPower ModuleTag_25
  1238.     SpecialPowerTemplate = SuperweaponCrateDrop
  1239.     OCL                  = SUPERWEAPON_CrateDrop
  1240.     CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  1241.   End
  1242.   Behavior           = OCLSpecialPower ModuleTag_26
  1243.     SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike
  1244.     UpgradeOCL           = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3
  1245.     UpgradeOCL           = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2
  1246.     OCL                  = SUPERWEAPON_A10ThunderboltMissileStrike1
  1247.     CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  1248.   End
  1249.   Behavior           = OCLSpecialPower ModuleTag_27
  1250.     SpecialPowerTemplate = SuperweaponEmergencyRepair
  1251.     UpgradeOCL           = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
  1252.     UpgradeOCL           = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
  1253.     OCL                  = SUPERWEAPON_RepairVehicles1
  1254.     CreateLocation       = CREATE_AT_LOCATION
  1255.   End
  1256.  
  1257.   ; note that this power isn't normally available to human players, only to AI ones
  1258.   Behavior           = DefectorSpecialPower ModuleTag_28
  1259.     SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params
  1260.   End
  1261.  
  1262.   Behavior = FlammableUpdate ModuleTag_30
  1263.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  1264.     AflameDamageAmount = 5       ; taking this much damage...
  1265.     AflameDamageDelay = 500       ; this often.
  1266.   End
  1267.  
  1268.   Behavior = TransitionDamageFX ModuleTag_31
  1269.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  1270.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  1271.     ;---------------------------------------------------------------------------------------
  1272.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  1273.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  1274.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  1275.   End
  1276.  
  1277.   Geometry            = BOX
  1278.   GeometryMajorRadius = 60.0
  1279.   GeometryMinorRadius = 70.0
  1280.   GeometryHeight      = 49.0
  1281.   GeometryIsSmall     = No
  1282.   FactoryExitWidth    = 25     ; How much space to leave for units exiting.
  1283.   Shadow              = SHADOW_VOLUME
  1284.   BuildCompletion     = PLACED_BY_PLAYER
  1285.  
  1286. End
  1287.  
  1288. ;------------------------------------------------------------------------------
  1289. ;GLA Command Center
  1290. Object GLACommandCenter
  1291.  
  1292.   ; *** ART Parameters ***
  1293.   SelectPortrait         = SUHeadquarters_L
  1294.   ButtonImage            = SUHeadquarters
  1295.  
  1296.   ; ----- The actual command center
  1297.   Draw                   = W3DModelDraw ModuleTag_01
  1298.      
  1299.     OkToChangeModelColor = Yes
  1300.     
  1301.     ; day
  1302.     ConditionState       = NONE
  1303.       Model              = UBCmdHQ
  1304.       ParticleSysBone    = Smoke01 SteamVent
  1305.       ParticleSysBone    = Fire01 SmolderingFire
  1306.       ParticleSysBone    = Fire01 SmolderingSmoke
  1307.       Animation          = UBCmdHQ.UBCmdHQ
  1308.       AnimationMode      = LOOP
  1309.     End
  1310.     
  1311.     ConditionState       = DAMAGED
  1312.       Model              = UBCmdHQ_D
  1313.       Animation          = UBCmdHQ_D.UBCmdHQ_D
  1314.       AnimationMode      = LOOP
  1315.     End
  1316.     ConditionState       = REALLYDAMAGED RUBBLE
  1317.       Model              = UBCmdHQ_E
  1318.       Animation          = UBCmdHQ_E.UBCmdHQ_E
  1319.       AnimationMode      = LOOP
  1320.     End
  1321.     
  1322.     ; night    
  1323.     ConditionState       = NIGHT
  1324.       Model              = UBCmdHQ_N
  1325.       ParticleSysBone    = Smoke01 SteamVent
  1326.       ParticleSysBone    = Fire01 SmolderingFire
  1327.       ParticleSysBone    = Fire01 SmolderingSmoke
  1328.       Animation          = UBCmdHQ_N.UBCmdHQ_N
  1329.       AnimationMode      = LOOP
  1330.     End
  1331.     ConditionState       = DAMAGED NIGHT
  1332.       Model              = UBCmdHQ_DN
  1333.       Animation          = UBCmdHQ_DN.UBCmdHQ_DN
  1334.       AnimationMode      = LOOP
  1335.     End
  1336.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT
  1337.       Model              = UBCmdHQ_EN
  1338.       Animation          = UBCmdHQ_EN.UBCmdHQ_EN
  1339.       AnimationMode      = LOOP
  1340.     End
  1341.     
  1342.         ; day snow
  1343.     ConditionState       = SNOW
  1344.       Model              = UBCmdHQ_S
  1345.       ParticleSysBone    = Smoke01 SteamVent
  1346.       ParticleSysBone    = Fire01 SmolderingFire
  1347.       ParticleSysBone    = Fire01 SmolderingSmoke
  1348.       Animation          = UBCmdHQ_S.UBCmdHQ_S
  1349.       AnimationMode      = LOOP
  1350.     End   
  1351.     ConditionState       = DAMAGED SNOW
  1352.       Model              = UBCmdHQ_DS
  1353.       Animation          = UBCmdHQ_DS.UBCmdHQ_DS
  1354.       AnimationMode      = LOOP
  1355.     End
  1356.     ConditionState       = REALLYDAMAGED RUBBLE SNOW
  1357.       Model              = UBCmdHQ_ES
  1358.       Animation          = UBCmdHQ_ES.UBCmdHQ_ES
  1359.       AnimationMode      = LOOP
  1360.     End
  1361.     
  1362.     ; night snow
  1363.     ConditionState       = NIGHT SNOW
  1364.       Model              = UBCmdHQ_NS
  1365.       ParticleSysBone    = Smoke01 SteamVent
  1366.       ParticleSysBone    = Fire01 SmolderingFire
  1367.       ParticleSysBone    = Fire01 SmolderingSmoke
  1368.       Animation          = UBCmdHQ_NS.UBCmdHQ_NS
  1369.       AnimationMode      = LOOP
  1370.     End
  1371.     ConditionState       = DAMAGED NIGHT SNOW
  1372.       Model              = UBCmdHQ_DNS
  1373.       Animation          = UBCmdHQ_DNS.UBCmdHQ_DNS
  1374.       AnimationMode      = LOOP
  1375.     End
  1376.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
  1377.       Model              = UBCmdHQ_ENS
  1378.       Animation          = UBCmdHQ_ENS.UBCmdHQ_ENS
  1379.       AnimationMode      = LOOP
  1380.     End
  1381.  
  1382.         ;**************************************************************************************************************************
  1383.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  1384.     ;for this draw module
  1385.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  1386.       Model              = UBCmdHQ
  1387.       Animation          = UBCmdHQ.UBCmdHQ
  1388.       AnimationMode      = LOOP
  1389.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1390.     End
  1391.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  1392.       Model              = UBCmdHQ_D
  1393.       Animation          = UBCmdHQ_D.UBCmdHQ_D
  1394.       AnimationMode      = LOOP
  1395.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1396.     End
  1397.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  1398.       Model              = UBCmdHQ_E
  1399.       Animation          = UBCmdHQ_E.UBCmdHQ_E
  1400.       AnimationMode      = LOOP
  1401.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1402.     End
  1403.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  1404.       Model              = UBCmdHQ_N
  1405.       Animation          = UBCmdHQ_N.UBCmdHQ_N
  1406.       AnimationMode      = LOOP
  1407.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1408.     End
  1409.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  1410.       Model              = UBCmdHQ_DN
  1411.       Animation          = UBCmdHQ_DN.UBCmdHQ_DN
  1412.       AnimationMode      = LOOP
  1413.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1414.     End
  1415.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  1416.       Model              = UBCmdHQ_EN
  1417.       Animation          = UBCmdHQ_EN.UBCmdHQ_EN
  1418.       AnimationMode      = LOOP
  1419.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1420.     End
  1421.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  1422.       Model              = UBCmdHQ_S
  1423.       Animation          = UBCmdHQ_S.UBCmdHQ_S
  1424.       AnimationMode      = LOOP
  1425.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1426.     End
  1427.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  1428.       Model              = UBCmdHQ_DS
  1429.       Animation          = UBCmdHQ_DS.UBCmdHQ_DS
  1430.       AnimationMode      = LOOP
  1431.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1432.     End
  1433.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  1434.       Model              = UBCmdHQ_ES
  1435.       Animation          = UBCmdHQ_ES.UBCmdHQ_ES
  1436.       AnimationMode      = LOOP
  1437.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1438.     End
  1439.  
  1440.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  1441.       Model              = UBCmdHQ_NS
  1442.       Animation          = UBCmdHQ_NS.UBCmdHQ_NS
  1443.       AnimationMode      = LOOP
  1444.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1445.     End
  1446.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  1447.       Model              = UBCmdHQ_DNS
  1448.       Animation          = UBCmdHQ_DNS.UBCmdHQ_DNS
  1449.       AnimationMode      = LOOP
  1450.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1451.     End
  1452.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  1453.       Model              = UBCmdHQ_ENS
  1454.       Animation          = UBCmdHQ_ENS.UBCmdHQ_ENS
  1455.       AnimationMode      = LOOP
  1456.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1457.     End
  1458.  
  1459.     ConditionState       = AWAITING_CONSTRUCTION 
  1460.       Model              = NONE
  1461.     End
  1462.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  1463.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  1464.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  1465.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  1466.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  1467.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  1468.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  1469.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  1470.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  1471.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  1472.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  1473.     AliasConditionState  = SOLD 
  1474.     AliasConditionState  = SOLD DAMAGED
  1475.     AliasConditionState  = SOLD REALLYDAMAGED
  1476.     AliasConditionState  = SOLD NIGHT
  1477.     AliasConditionState  = SOLD NIGHT DAMAGED
  1478.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  1479.     AliasConditionState  = SOLD SNOW
  1480.     AliasConditionState  = SOLD SNOW DAMAGED
  1481.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  1482.     AliasConditionState  = SOLD NIGHT SNOW
  1483.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  1484.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  1485.     ;**************************************************************************************************************************
  1486.   End
  1487.  
  1488.   PlacementViewAngle = -135
  1489.  
  1490.   ; ------------ construction done flashing lights ----------
  1491. ;  Draw = W3DModelDraw
  1492. ;    DefaultConditionState
  1493. ;      Model           = None
  1494. ;    End
  1495. ;    ConditionState    = SOLD
  1496. ;      Model           = NONE
  1497. ;    End    
  1498. ;    ConditionState    = CONSTRUCTION_COMPLETE
  1499. ;      Model           = ABWarFact_A2
  1500. ;      Animation       = ABWarFact_A2.ABWarFact_A2
  1501. ;      AnimationMode   = LOOP
  1502. ;      Flags           = START_FRAME_FIRST
  1503. ;    End  
  1504. ;  End
  1505.     
  1506.   ; ------------ construction-zone fence -----------------
  1507.   Draw                = W3DModelDraw ModuleTag_02
  1508.   AnimationsRequirePower = No
  1509.     DefaultConditionState
  1510.       Model           = None
  1511.       TransitionKey   = DOWN_DEFAULT
  1512.     End
  1513.     ConditionState    = NIGHT
  1514.       Model           = None
  1515.       TransitionKey   = DOWN_DEFAULT
  1516.     End
  1517.     ConditionState    = SNOW
  1518.       Model           = None
  1519.       TransitionKey   = DOWN_DEFAULT
  1520.     End
  1521.     ConditionState    = SNOW NIGHT
  1522.       Model           = None
  1523.       TransitionKey   = DOWN_DEFAULT
  1524.     End
  1525.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  1526.       Model           = UBCmdHQ_A4
  1527.       Animation       = UBCmdHQ_A4.UBCmdHQ_A4
  1528.       AnimationMode   = MANUAL
  1529.       Flags           = START_FRAME_LAST
  1530.       TransitionKey   = UP_DAY
  1531.     End
  1532.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  1533.       Model           = UBCmdHQ_A4N
  1534.       Animation       = UBCmdHQ_A4N.UBCmdHQ_A4N
  1535.       AnimationMode   = MANUAL
  1536.       Flags           = START_FRAME_LAST
  1537.       TransitionKey   = UP_NIGHT
  1538.     End
  1539.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  1540.       Model           = UBCmdHQ_A4S
  1541.       Animation       = UBCmdHQ_A4S.UBCmdHQ_A4S
  1542.       AnimationMode   = MANUAL
  1543.       Flags           = START_FRAME_LAST
  1544.       TransitionKey   = UP_SNOW
  1545.     End
  1546.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  1547.       Model           = UBCmdHQ_A4SN
  1548.       Animation       = UBCmdHQ_A4SN.UBCmdHQ_A4SN
  1549.       AnimationMode   = MANUAL
  1550.       Flags           = START_FRAME_LAST
  1551.       TransitionKey   = UP_SNOWNIGHT
  1552.     End
  1553.     TransitionState   = DOWN_DEFAULT UP_DAY
  1554.       Model           = UBCmdHQ_A4
  1555.       Animation       = UBCmdHQ_A4.UBCmdHQ_A4
  1556.       AnimationMode   = ONCE
  1557.       AnimationSpeedFactorRange = 1.0 1.0
  1558.       Flags           = START_FRAME_FIRST
  1559.     End
  1560.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  1561.       Model           = UBCmdHQ_A4N
  1562.       Animation       = UBCmdHQ_A4N.UBCmdHQ_A4N
  1563.       AnimationMode   = ONCE
  1564.       AnimationSpeedFactorRange = 1.0 1.0
  1565.       Flags           = START_FRAME_FIRST
  1566.     End
  1567.     TransitionState   = DOWN_DEFAULT UP_SNOW
  1568.       Model           = UBCmdHQ_A4S
  1569.       Animation       = UBCmdHQ_A4S.UBCmdHQ_A4S
  1570.       AnimationMode   = ONCE
  1571.       AnimationSpeedFactorRange = 1.0 1.0
  1572.       Flags           = START_FRAME_FIRST
  1573.     End
  1574.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  1575.       Model           = UBCmdHQ_A4SN
  1576.       Animation       = UBCmdHQ_A4SN.UBCmdHQ_A4SN
  1577.       AnimationMode   = ONCE
  1578.       AnimationSpeedFactorRange = 1.0 1.0
  1579.       Flags           = START_FRAME_FIRST
  1580.     End
  1581.     TransitionState   = UP_DAY DOWN_DEFAULT
  1582.       Model           = UBCmdHQ_A4
  1583.       Animation       = UBCmdHQ_A4.UBCmdHQ_A4
  1584.       AnimationMode   = ONCE_BACKWARDS
  1585.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1586.       Flags           = START_FRAME_LAST
  1587.     End
  1588.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  1589.       Model           = UBCmdHQ_A4N
  1590.       Animation       = UBCmdHQ_A4N.UBCmdHQ_A4N
  1591.       AnimationMode   = ONCE_BACKWARDS
  1592.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1593.       Flags           = START_FRAME_LAST
  1594.     End
  1595.     TransitionState   = UP_SNOW DOWN_DEFAULT
  1596.       Model           = UBCmdHQ_A4S
  1597.       Animation       = UBCmdHQ_A4S.UBCmdHQ_A4S
  1598.       AnimationMode   = ONCE_BACKWARDS
  1599.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1600.       Flags           = START_FRAME_LAST
  1601.     End
  1602.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  1603.       Model           = UBCmdHQ_A4SN
  1604.       Animation       = UBCmdHQ_A4SN.UBCmdHQ_A4SN
  1605.       AnimationMode   = ONCE_BACKWARDS
  1606.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1607.       Flags           = START_FRAME_LAST
  1608.     End
  1609.   End
  1610.  
  1611.   ; ------------ under-construction scaffolding -----------------
  1612.   Draw                = W3DModelDraw ModuleTag_03
  1613.   AnimationsRequirePower = No
  1614.     MinLODRequired = MEDIUM
  1615.     DefaultConditionState
  1616.       Model           = None
  1617.       TransitionKey   = DOWN_DEFAULT
  1618.     End
  1619.     ConditionState    = NIGHT
  1620.       Model           = None
  1621.       TransitionKey   = DOWN_DEFAULT
  1622.     End
  1623.     ConditionState    = SNOW
  1624.       Model           = None
  1625.       TransitionKey   = DOWN_DEFAULT
  1626.     End
  1627.     ConditionState    = SNOW NIGHT
  1628.       Model           = None
  1629.       TransitionKey   = DOWN_DEFAULT
  1630.     End
  1631.     ConditionState    = PARTIALLY_CONSTRUCTED
  1632.       Model           = UBCmdHQ_A6
  1633.       Animation       = UBCmdHQ_A6.UBCmdHQ_A6
  1634.       AnimationMode   = MANUAL
  1635.       Flags           = START_FRAME_LAST
  1636.       TransitionKey   = UP_DAY
  1637.       ParticleSysBone = Dust01 BuildingDust
  1638.       ParticleSysBone = Smoke01 BuildUpSmoke
  1639.       ParticleSysBone = Smoke02 BuildUpSmoke
  1640.       ParticleSysBone = Smoke03 BuildUpSmoke
  1641.     End
  1642.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  1643.       Model           = UBCmdHQ_A6S
  1644.       Animation       = UBCmdHQ_A6S.UBCmdHQ_A6S
  1645.       AnimationMode   = MANUAL
  1646.       Flags           = START_FRAME_LAST
  1647.       TransitionKey   = UP_SNOW
  1648.       ParticleSysBone = Dust01 BuildingSnowDust
  1649.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  1650.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  1651.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  1652.     End
  1653.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  1654.       Model           = UBCmdHQ_A6N
  1655.       Animation       = UBCmdHQ_A6N.UBCmdHQ_A6N
  1656.       AnimationMode   = MANUAL
  1657.       Flags           = START_FRAME_LAST
  1658.       TransitionKey   = UP_NIGHT
  1659.       ParticleSysBone = Dust01 BuildingDust
  1660.       ParticleSysBone = Smoke01 BuildUpSmoke
  1661.       ParticleSysBone = Smoke02 BuildUpSmoke
  1662.       ParticleSysBone = Smoke03 BuildUpSmoke
  1663.     End
  1664.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  1665.       Model           = UBCmdHQ_A6SN
  1666.       Animation       = UBCmdHQ_A6SN.UBCmdHQ_A6SN
  1667.       AnimationMode   = MANUAL
  1668.       Flags           = START_FRAME_LAST
  1669.       TransitionKey   = UP_SNOWNIGHT
  1670.       ParticleSysBone = Dust01 BuildingNightSnowDust
  1671.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  1672.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  1673.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  1674.     End
  1675.     TransitionState   = DOWN_DEFAULT UP_DAY
  1676.      Model            = UBCmdHQ_A6
  1677.       Animation       = UBCmdHQ_A6.UBCmdHQ_A6
  1678.       AnimationMode   = ONCE
  1679.       AnimationSpeedFactorRange = 1.0 1.0
  1680.       Flags           = START_FRAME_FIRST
  1681.     End
  1682.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  1683.      Model            = UBCmdHQ_A6N
  1684.       Animation       = UBCmdHQ_A6N.UBCmdHQ_A6N
  1685.       AnimationMode   = ONCE
  1686.       AnimationSpeedFactorRange = 1.0 1.0
  1687.       Flags           = START_FRAME_FIRST
  1688.     End
  1689.     TransitionState   = DOWN_DEFAULT UP_SNOW
  1690.      Model            = UBCmdHQ_A6S
  1691.       Animation       = UBCmdHQ_A6S.UBCmdHQ_A6S
  1692.       AnimationMode   = ONCE
  1693.       AnimationSpeedFactorRange = 1.0 1.0
  1694.       Flags           = START_FRAME_FIRST
  1695.     End
  1696.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  1697.      Model            = UBCmdHQ_A6SN
  1698.       Animation       = UBCmdHQ_A6SN.UBCmdHQ_A6SN
  1699.       AnimationMode   = ONCE
  1700.       AnimationSpeedFactorRange = 1.0 1.0
  1701.       Flags           = START_FRAME_FIRST
  1702.     End
  1703.     TransitionState   = UP_DAY DOWN_DEFAULT
  1704.       Model           = UBCmdHQ_A6
  1705.       Animation       = UBCmdHQ_A6.UBCmdHQ_A6
  1706.       AnimationMode   = ONCE_BACKWARDS
  1707.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1708.       Flags           = START_FRAME_LAST
  1709.     End
  1710.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  1711.       Model           = UBCmdHQ_A6N
  1712.       Animation       = UBCmdHQ_A6N.UBCmdHQ_A6N
  1713.       AnimationMode   = ONCE_BACKWARDS
  1714.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1715.       Flags           = START_FRAME_LAST
  1716.     End
  1717.     TransitionState   = UP_SNOW DOWN_DEFAULT
  1718.       Model           = UBCmdHQ_A6S
  1719.       Animation       = UBCmdHQ_A6S.UBCmdHQ_A6S
  1720.       AnimationMode   = ONCE_BACKWARDS
  1721.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1722.       Flags           = START_FRAME_LAST
  1723.     End
  1724.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  1725.       Model           = UBCmdHQ_A6SN
  1726.       Animation       = UBCmdHQ_A6SN.UBCmdHQ_A6SN
  1727.       AnimationMode   = ONCE_BACKWARDS
  1728.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  1729.       Flags           = START_FRAME_LAST
  1730.     End
  1731.   End
  1732.  
  1733.   ; Officers club flag
  1734.   Draw = W3DModelDraw ModuleTag_OfficersClub
  1735.     OkToChangeModelColor = No
  1736.  
  1737.     ConditionState       = NONE
  1738.       Model              = None
  1739.     End
  1740.     AliasConditionState  = DAMAGED
  1741.     AliasConditionState  = REALLYDAMAGED
  1742.     AliasConditionState  = RUBBLE
  1743.     AliasConditionState  = REALLYDAMAGED RUBBLE
  1744.     ConditionState       = PREORDER
  1745.       Model              = OCFlagGLA
  1746.       Animation          = OCFlagGLA.OCFlagGLA
  1747.       AnimationMode      = LOOP
  1748.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1749.     End
  1750. ;    ConditionState       = PREORDER DAMAGED
  1751. ;      Model              = OCFlagGLA_D
  1752. ;      Animation          = OCFlagGLA_D.OCFlagGLA_D
  1753. ;      AnimationMode      = LOOP
  1754. ;      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1755. ;    End
  1756. ;    ConditionState       = PREORDER REALLYDAMAGED RUBBLE
  1757. ;      Model              = OCFlagGLA_E
  1758. ;      Animation          = OCFlagGLA_E.OCFlagGLA_E
  1759. ;      AnimationMode      = LOOP
  1760. ;      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1761. ;    End
  1762.   End
  1763.  
  1764.   ; ***DESIGN parameters ***
  1765.   DisplayName         = OBJECT:CommandCenter
  1766.   Side                = GLA
  1767.   EditorSorting       = STRUCTURE
  1768.   BuildCost           = 2000
  1769.   BuildTime           = 45.0           ; in seconds
  1770.   EnergyProduction    = 0  ;Command center should be free
  1771.   CommandSet          = GLACommandCenterCommandSet
  1772.   VisionRange         = 300.0           ; Shroud clearing distance
  1773.   ShroudClearingRange = 300
  1774.   ArmorSet
  1775.     Conditions        = None
  1776.     Armor             = StructureArmorTough
  1777.     DamageFX          = StructureDamageFXNoShake
  1778.   End
  1779.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  1780.  
  1781.   ; *** AUDIO Parameters ***
  1782.   VoiceSelect         = CommandCenterGLASelect
  1783.   SoundDie              = BuildingDie
  1784.   SoundOnDamaged        = BuildingDamagedStateLight
  1785.   SoundOnReallyDamaged  = BuildingDestroy
  1786.  
  1787.   UnitSpecificSounds
  1788.     UnderConstruction     = UnderConstructionLoop
  1789.   End
  1790.  
  1791.  
  1792.   ; *** ENGINEERING Parameters ***
  1793.   RadarPriority       = STRUCTURE
  1794.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE
  1795.   Body                = StructureBody ModuleTag_04
  1796.     MaxHealth         = 5000.0
  1797.     InitialHealth     = 5000.0
  1798.   End
  1799.  
  1800.   Behavior = PreorderCreate ModuleTag_PreorderCreate
  1801.   End
  1802.  
  1803.   Behavior = ProductionUpdate ModuleTag_05
  1804.     ; nothing
  1805.   End
  1806.   Behavior = DefaultProductionExitUpdate ModuleTag_06
  1807.     UnitCreatePoint   = X: 25.0  Y:  0.0   Z:0.0
  1808.     NaturalRallyPoint = X: 65.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  1809.   End
  1810.   Behavior             = RebuildHoleExposeDie ModuleTag_07
  1811.     HoleName      = GLAHoleCommandCenter
  1812.     HoleMaxHealth = 500.0
  1813.   End
  1814.   Behavior             = DestroyDie ModuleTag_08
  1815.     ;nothing
  1816.   End  
  1817.   Behavior             = CreateObjectDie ModuleTag_09
  1818.     CreationList  = OCL_LargeStructureDebris
  1819.   End
  1820.   Behavior             = FXListDie ModuleTag_10
  1821.     DeathFX       = FX_StructureMediumDeath
  1822.   End
  1823.  
  1824.   Behavior           = OCLSpecialPower ModuleTag_11
  1825.     SpecialPowerTemplate = SuperweaponRebelAmbush
  1826.     UpgradeOCL           = SCIENCE_RebelAmbush3 SUPERWEAPON_RebelAmbush3
  1827.     UpgradeOCL           = SCIENCE_RebelAmbush2 SUPERWEAPON_RebelAmbush2
  1828.     OCL                  = SUPERWEAPON_RebelAmbush1
  1829.     CreateLocation       = CREATE_AT_LOCATION
  1830.   End
  1831.  
  1832.   Behavior           = OCLSpecialPower ModuleTag_12
  1833.     SpecialPowerTemplate = SuperweaponBlackMarketNuke
  1834.     OCL                  = SUPERWEAPON_BlackMarketNuke
  1835.     CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  1836.   End
  1837.  
  1838.   Behavior           = OCLSpecialPower ModuleTag_13
  1839.     SpecialPowerTemplate = SuperweaponAnthraxBomb
  1840.     OCL                  = SUPERWEAPON_AnthraxBomb
  1841.     CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  1842.   End
  1843.   Behavior           = OCLSpecialPower ModuleTag_14
  1844.     SpecialPowerTemplate = SuperweaponEmergencyRepair
  1845.     UpgradeOCL           = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
  1846.     UpgradeOCL           = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
  1847.     OCL                  = SUPERWEAPON_RepairVehicles1
  1848.     CreateLocation       = CREATE_AT_LOCATION
  1849.   End
  1850.  
  1851.   Behavior = CashBountyPower ModuleTag_15
  1852.     SpecialPowerTemplate    = SpecialAbilityCashBounty1
  1853.     Bounty                  = 5%
  1854.   End
  1855.   Behavior = CashBountyPower ModuleTag_16
  1856.     SpecialPowerTemplate    = SpecialAbilityCashBounty2
  1857.     Bounty                  = 10%
  1858.   End
  1859.   Behavior = CashBountyPower ModuleTag_17
  1860.     SpecialPowerTemplate    = SpecialAbilityCashBounty3
  1861.     Bounty                  = 20%
  1862.   End
  1863.  
  1864.   Behavior = FlammableUpdate ModuleTag_19
  1865.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  1866.     AflameDamageAmount = 5       ; taking this much damage...
  1867.     AflameDamageDelay = 500       ; this often.
  1868.   End
  1869.  
  1870.   Behavior = TransitionDamageFX ModuleTag_20
  1871.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  1872.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  1873.     ;---------------------------------------------------------------------------------------
  1874.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  1875.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  1876.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  1877.   End
  1878.  
  1879.   Geometry            = BOX
  1880.   GeometryMajorRadius = 65.0
  1881.   GeometryMinorRadius = 65.0
  1882.   GeometryHeight      = 54.0
  1883.   FactoryExitWidth    = 25 
  1884.   GeometryIsSmall     = No
  1885.   Shadow              = SHADOW_VOLUME
  1886.   BuildCompletion     = PLACED_BY_PLAYER
  1887.  
  1888. End
  1889.  
  1890. ;------------------------------------------------------------------------------
  1891. ObjectReskin GLAHoleCommandCenter GLAHole
  1892.   Draw                     = W3DModelDraw ModuleTag_01
  1893.     OkToChangeModelColor   = Yes
  1894.     ConditionState         = NONE
  1895.       Model                = UBHole
  1896.     End
  1897.     ConditionState         = DAMAGED
  1898.       Model                = UBHole_D
  1899.       ParticleSysBone      = Smoke01 SteamVent
  1900.     End
  1901.     ConditionState         = REALLYDAMAGED RUBBLE
  1902.       Model                = UBHole_E
  1903.       ParticleSysBone      = Smoke01 SteamVent
  1904.       ParticleSysBone      = Smoke02 SteamVent
  1905.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  1906.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  1907.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  1908.     End
  1909.   End
  1910.   Draw                     = W3DModelDraw ModuleTag_02
  1911.     OkToChangeModelColor   = Yes
  1912.     ConditionState         = NONE
  1913.       Model                = UBCmdHQ_R
  1914.       ParticleSysBone      = Smoke01 SmolderingSmoke
  1915.       ParticleSysBone      = Smoke02 SmolderingSmoke
  1916.       ParticleSysBone      = Smoke03 SmolderingSmoke
  1917.       ParticleSysBone      = Smoke04 SmolderingSmoke
  1918.     End
  1919.     ConditionState         = DAMAGED REALLYDAMAGED RUBBLE
  1920.       Model                = UBCmdHQ_R
  1921.       ParticleSysBone      = Smoke01 SmolderingSmoke
  1922.       ParticleSysBone      = Smoke02 SmolderingSmoke
  1923.       ParticleSysBone      = Smoke03 SmolderingSmoke
  1924.       ParticleSysBone      = Smoke04 SmolderingSmoke
  1925.     End
  1926.   End
  1927. End
  1928.  
  1929. ;------------------------------------------------------------------------------
  1930. Object ChinaCommandCenter
  1931.  
  1932.   ; *** ART Parameters ***
  1933.   
  1934.   ; ------------ the main building itself -----------------
  1935.   SelectPortrait         = SNComCentr_L
  1936.   ButtonImage            = SNComCentr
  1937.   Draw                   = W3DModelDraw ModuleTag_01
  1938.     OkToChangeModelColor = Yes
  1939.     
  1940.     ; DAY ************************************
  1941.     DefaultConditionState
  1942.       Model              = NBConYard
  1943.       Animation          = NBConYard.NBConYard
  1944.       AnimationMode      = LOOP    
  1945.     End
  1946.     ConditionState       = DAMAGED
  1947.       Model              = NBConYard_D
  1948.       Animation          = NBConYard_D.NBConYard_D
  1949.       AnimationMode      = LOOP    
  1950.       ParticleSysBone    = Fire01 SmolderingFire
  1951.       ParticleSysBone    = Fire02 SmolderingFire
  1952.       ParticleSysBone    = Fire03 SmolderingFire
  1953.       ParticleSysBone    = Smoke01 SmolderingSmoke
  1954.       ParticleSysBone    = Smoke02 SmolderingSmoke
  1955.       ParticleSysBone    = Smoke03 SmolderingSmoke
  1956.     End
  1957.     ConditionState       = REALLYDAMAGED RUBBLE
  1958.       Model              = NBConYard_E
  1959.       Animation          = NBConYard_E.NBConYard_E
  1960.       AnimationMode      = LOOP
  1961.       ParticleSysBone    = Fire01 SmolderingFire
  1962.       ParticleSysBone    = Fire02 SmolderingFire
  1963.       ParticleSysBone    = Fire03 SmolderingFire
  1964.       ParticleSysBone    = Fire04 SmolderingFire
  1965.       ParticleSysBone    = Fire05 SmolderingFire
  1966.       ParticleSysBone    = Fire06 SmolderingFire
  1967.       ParticleSysBone    = Fire07 SmolderingFire
  1968.       ParticleSysBone    = Smoke01 SmolderingSmoke
  1969.       ParticleSysBone    = Smoke02 SmolderingSmoke
  1970.       ParticleSysBone    = Smoke03 SmolderingSmoke
  1971.     End
  1972.  
  1973.  
  1974.     ;NIGHT ***********************************
  1975.     ConditionState       = NIGHT
  1976.       Model              = NBConYard_N
  1977.       Animation          = NBConYard_N.NBConYard_N
  1978.       AnimationMode      = LOOP    
  1979.     End
  1980.     ConditionState       = DAMAGED NIGHT
  1981.       Model              = NBConYard_DN
  1982.       Animation          = NBConYard_DN.NBConYard_DN
  1983.       AnimationMode      = LOOP    
  1984.       ParticleSysBone    = Fire01 SmolderingFire
  1985.       ParticleSysBone    = Fire02 SmolderingFire
  1986.       ParticleSysBone    = Fire03 SmolderingFire
  1987.       ParticleSysBone    = Smoke01 SmolderingSmoke
  1988.       ParticleSysBone    = Smoke02 SmolderingSmoke
  1989.       ParticleSysBone    = Smoke03 SmolderingSmoke
  1990.     End
  1991.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT
  1992.       Model           = NBConYard_EN
  1993.       Animation       = NBConYard_EN.NBConYard_EN
  1994.       AnimationMode   = LOOP
  1995.       ParticleSysBone = Fire01 SmolderingFire
  1996.       ParticleSysBone = Fire02 SmolderingFire
  1997.       ParticleSysBone = Fire03 SmolderingFire
  1998.       ParticleSysBone = Fire04 SmolderingFire
  1999.       ParticleSysBone = Fire05 SmolderingFire
  2000.       ParticleSysBone = Fire06 SmolderingFire
  2001.       ParticleSysBone = Fire07 SmolderingFire
  2002.       ParticleSysBone = Smoke01 SmolderingSmoke
  2003.       ParticleSysBone = Smoke02 SmolderingSmoke
  2004.       ParticleSysBone = Smoke03 SmolderingSmoke
  2005.     End
  2006.  
  2007.     
  2008.     ;SNOW *************************************
  2009.     ConditionState       = SNOW
  2010.       Model              = NBConYard_S
  2011.       Animation          = NBConYard_S.NBConYard_S
  2012.       AnimationMode      = LOOP    
  2013.     End
  2014.     ConditionState       = DAMAGED SNOW
  2015.       Model              = NBConYard_DS
  2016.       Animation          = NBConYard_DS.NBConYard_DS
  2017.       AnimationMode      = LOOP    
  2018.       ParticleSysBone    = Fire01 SmolderingFire
  2019.       ParticleSysBone    = Fire02 SmolderingFire
  2020.       ParticleSysBone    = Fire03 SmolderingFire
  2021.       ParticleSysBone    = Smoke01 SmolderingSmoke
  2022.       ParticleSysBone    = Smoke02 SmolderingSmoke
  2023.       ParticleSysBone    = Smoke03 SmolderingSmoke
  2024.     End
  2025.     ConditionState       = REALLYDAMAGED RUBBLE SNOW
  2026.       Model              = NBConYard_ES
  2027.       Animation          = NBConYard_ES.NBConYard_ES
  2028.       AnimationMode      = LOOP
  2029.       ParticleSysBone    = Fire01 SmolderingFire
  2030.       ParticleSysBone    = Fire02 SmolderingFire
  2031.       ParticleSysBone    = Fire03 SmolderingFire
  2032.       ParticleSysBone    = Fire04 SmolderingFire
  2033.       ParticleSysBone    = Fire05 SmolderingFire
  2034.       ParticleSysBone    = Fire06 SmolderingFire
  2035.       ParticleSysBone    = Fire07 SmolderingFire
  2036.       ParticleSysBone    = Smoke01 SmolderingSmoke
  2037.       ParticleSysBone    = Smoke02 SmolderingSmoke
  2038.       ParticleSysBone    = Smoke03 SmolderingSmoke
  2039.     End
  2040.  
  2041.     ;NIGHT SNOW *****************************
  2042.     ConditionState       = NIGHT SNOW
  2043.       Model              = NBConYard_NS
  2044.       Animation          = NBConYard_NS.NBConYard_NS
  2045.       AnimationMode      = LOOP    
  2046.     End
  2047.     ConditionState       = DAMAGED NIGHT SNOW
  2048.       Model              = NBConYard_DNS
  2049.       Animation          = NBConYard_DNS.NBConYard_DNS
  2050.       AnimationMode      = LOOP    
  2051.       ParticleSysBone    = Fire01 SmolderingFire
  2052.       ParticleSysBone    = Fire02 SmolderingFire
  2053.       ParticleSysBone    = Fire03 SmolderingFire
  2054.       ParticleSysBone    = Smoke01 SmolderingSmoke
  2055.       ParticleSysBone    = Smoke02 SmolderingSmoke
  2056.       ParticleSysBone    = Smoke03 SmolderingSmoke
  2057.     End
  2058.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
  2059.       Model           = NBConYard_ENS
  2060.       Animation       = NBConYard_ENS.NBConYard_ENS
  2061.       AnimationMode   = LOOP
  2062.       ParticleSysBone = Fire01 SmolderingFire
  2063.       ParticleSysBone = Fire02 SmolderingFire
  2064.       ParticleSysBone = Fire03 SmolderingFire
  2065.       ParticleSysBone = Fire04 SmolderingFire
  2066.       ParticleSysBone = Fire05 SmolderingFire
  2067.       ParticleSysBone = Fire06 SmolderingFire
  2068.       ParticleSysBone = Fire07 SmolderingFire
  2069.       ParticleSysBone = Smoke01 SmolderingSmoke
  2070.       ParticleSysBone = Smoke02 SmolderingSmoke
  2071.       ParticleSysBone = Smoke03 SmolderingSmoke
  2072.     End   
  2073.     
  2074.     ;**************************************************************************************************************************
  2075.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  2076.     ;for this draw module
  2077.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  2078.       Model              = NBConYard
  2079.       Animation          = NBConYard.NBConYard
  2080.       AnimationMode      = LOOP
  2081.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2082.     End
  2083.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  2084.       Model              = NBConYard_D
  2085.       Animation          = NBConYard_D.NBConYard_D
  2086.       AnimationMode      = LOOP
  2087.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2088.     End
  2089.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  2090.       Model              = NBConYard_E
  2091.       Animation          = NBConYard_E.NBConYard_E
  2092.       AnimationMode      = LOOP
  2093.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2094.     End
  2095.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  2096.       Model              = NBConYard_N
  2097.       Animation          = NBConYard_N.NBConYard_N
  2098.       AnimationMode      = LOOP
  2099.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2100.     End
  2101.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  2102.       Model              = NBConYard_DN
  2103.       Animation          = NBConYard_DN.NBConYard_DN
  2104.       AnimationMode      = LOOP
  2105.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2106.     End
  2107.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  2108.       Model              = NBConYard_EN
  2109.       Animation          = NBConYard_EN.NBConYard_EN
  2110.       AnimationMode      = LOOP
  2111.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2112.     End
  2113.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  2114.       Model              = NBConYard_S
  2115.       Animation          = NBConYard_S.NBConYard_S
  2116.       AnimationMode      = LOOP
  2117.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2118.     End
  2119.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  2120.       Model              = NBConYard_DS
  2121.       Animation          = NBConYard_DS.NBConYard_DS
  2122.       AnimationMode      = LOOP
  2123.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2124.     End
  2125.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  2126.       Model              = NBConYard_ES
  2127.       Animation          = NBConYard_ES.NBConYard_ES
  2128.       AnimationMode      = LOOP
  2129.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2130.     End
  2131.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  2132.       Model              = NBConYard_NS
  2133.       Animation          = NBConYard_NS.NBConYard_NS
  2134.       AnimationMode      = LOOP
  2135.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2136.     End
  2137.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  2138.       Model              = NBConYard_DNS
  2139.       Animation          = NBConYard_DNS.NBConYard_DNS
  2140.       AnimationMode      = LOOP
  2141.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2142.     End
  2143.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  2144.       Model              = NBConYard_ENS
  2145.       Animation          = NBConYard_ENS.NBConYard_ENS
  2146.       AnimationMode      = LOOP
  2147.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2148.     End
  2149.  
  2150.     ConditionState       = AWAITING_CONSTRUCTION 
  2151.       Model              = NONE
  2152.     End
  2153.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  2154.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  2155.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  2156.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  2157.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  2158.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  2159.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  2160.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  2161.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  2162.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  2163.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  2164.     AliasConditionState  = SOLD 
  2165.     AliasConditionState  = SOLD DAMAGED
  2166.     AliasConditionState  = SOLD REALLYDAMAGED
  2167.     AliasConditionState  = SOLD NIGHT
  2168.     AliasConditionState  = SOLD NIGHT DAMAGED
  2169.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  2170.     AliasConditionState  = SOLD SNOW
  2171.     AliasConditionState  = SOLD SNOW DAMAGED
  2172.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  2173.     AliasConditionState  = SOLD NIGHT SNOW
  2174.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  2175.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  2176.     ;**************************************************************************************************************************
  2177.   End
  2178.   
  2179.   ; ------------ Radar Extending -----------------
  2180.   Draw                = W3DModelDraw ModuleTag_02
  2181.  
  2182.     DefaultConditionState
  2183.       Model             = None
  2184.     End
  2185.     AliasConditionState = DAMAGED
  2186.     AliasConditionState = REALLYDAMAGED RUBBLE
  2187.        
  2188.     ConditionState      = RADAR_EXTENDING RADAR_UPGRADED 
  2189.       Model             = NBConYard_A2
  2190.       Animation         = NBConYard_A2.NBConYard_A2
  2191.       AnimationMode     = ONCE
  2192.       Flags             = START_FRAME_FIRST
  2193.     End
  2194.     
  2195.     ConditionState      = RADAR_EXTENDING DAMAGED RADAR_UPGRADED 
  2196.       Model             = NBConYard_A2D
  2197.       Animation         = NBConYard_A2D.NBConYard_A2D
  2198.       AnimationMode     = ONCE
  2199.       Flags             = START_FRAME_FIRST
  2200.     End
  2201.     
  2202.     ConditionState      = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED 
  2203.       Model             = NBConYard_A2E
  2204.       Animation         = NBConYard_A2E.NBConYard_A2E
  2205.       AnimationMode     = ONCE
  2206.       Flags             = START_FRAME_FIRST
  2207.     End
  2208.     
  2209.     ConditionState      = RADAR_UPGRADED
  2210.       Model             = NBConYard_A2
  2211.       Animation         = NBConYard_A2.NBConYard_A2
  2212.       AnimationMode     = MANUAL
  2213.       Flags             = START_FRAME_LAST
  2214.     End
  2215.     
  2216.     ConditionState      = RADAR_UPGRADED DAMAGED
  2217.       Model             = NBConYard_A2D
  2218.       Animation         = NBConYard_A2D.NBConYard_A2D
  2219.       AnimationMode     = MANUAL
  2220.       Flags             = START_FRAME_LAST
  2221.     End
  2222.     
  2223.     ConditionState      = RADAR_UPGRADED REALLYDAMAGED RUBBLE
  2224.       Model             = NBConYard_A2E
  2225.       Animation         = NBConYard_A2E.NBConYard_A2E
  2226.       AnimationMode     = MANUAL
  2227.       Flags             = START_FRAME_LAST
  2228.     End
  2229.     
  2230.     ConditionState      = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  2231.       Model             = NBConYard_A2
  2232.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2233.     End
  2234.        
  2235.     ConditionState      = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 
  2236.       Model             = NBConYard_A2D
  2237.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2238.     End   
  2239.     
  2240.     ConditionState      = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 
  2241.       Model             = NBConYard_A2E
  2242.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2243.     End   
  2244.     
  2245.   End
  2246.   PlacementViewAngle = -135
  2247.  
  2248.   ; ------------ construction-zone fence -----------------
  2249.   Draw                = W3DModelDraw ModuleTag_03
  2250.   AnimationsRequirePower = No
  2251.     DefaultConditionState
  2252.       Model           = None
  2253.       TransitionKey   = DOWN_DEFAULT
  2254.     End
  2255.     ConditionState    = NIGHT
  2256.       Model           = None
  2257.       TransitionKey   = DOWN_DEFAULT
  2258.     End
  2259.     ConditionState    = SNOW
  2260.       Model           = None
  2261.       TransitionKey   = DOWN_DEFAULT
  2262.     End
  2263.     ConditionState    = SNOW NIGHT
  2264.       Model           = None
  2265.       TransitionKey   = DOWN_DEFAULT
  2266.     End
  2267.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  2268.       Model           = NBConYard_A4
  2269.       Animation       = NBConYard_A4.NBConYard_A4
  2270.       AnimationMode   = MANUAL
  2271.       Flags           = START_FRAME_LAST
  2272.       TransitionKey   = UP_DAY
  2273.       ParticleSysBone = Pit SmolderingFire
  2274.       ParticleSysBone = Pit01 SmolderingFire
  2275.       ParticleSysBone = Pit SmolderingSmoke
  2276.       ParticleSysBone = Pit01 SmolderingSmoke
  2277.     End
  2278.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  2279.       Model           = NBConYard_A4N
  2280.       Animation       = NBConYard_A4N.NBConYard_A4N
  2281.       AnimationMode   = MANUAL
  2282.       Flags           = START_FRAME_LAST
  2283.       TransitionKey   = UP_NIGHT
  2284.       ParticleSysBone = Pit SmolderingFire
  2285.       ParticleSysBone = Pit01 SmolderingFire
  2286.       ParticleSysBone = Pit SmolderingSmoke
  2287.       ParticleSysBone = Pit01 SmolderingSmoke
  2288.     End
  2289.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  2290.       Model           = NBConYard_A4S
  2291.       Animation       = NBConYard_A4S.NBConYard_A4S
  2292.       AnimationMode   = MANUAL
  2293.       Flags           = START_FRAME_LAST
  2294.       TransitionKey   = UP_SNOW
  2295.       ParticleSysBone = Pit SmolderingFire
  2296.       ParticleSysBone = Pit01 SmolderingFire
  2297.       ParticleSysBone = Pit SmolderingSmoke
  2298.       ParticleSysBone = Pit01 SmolderingSmoke
  2299.     End
  2300.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  2301.       Model           = NBConYard_A4SN
  2302.       Animation       = NBConYard_A4SN.NBConYard_A4SN
  2303.       AnimationMode   = MANUAL
  2304.       Flags           = START_FRAME_LAST
  2305.       TransitionKey   = UP_SNOWNIGHT
  2306.       ParticleSysBone = Pit SmolderingFire
  2307.       ParticleSysBone = Pit01 SmolderingFire
  2308.       ParticleSysBone = Pit SmolderingSmoke
  2309.       ParticleSysBone = Pit01 SmolderingSmoke
  2310.     End
  2311.     TransitionState   = DOWN_DEFAULT UP_DAY
  2312.       Model           = NBConYard_A4
  2313.       Animation       = NBConYard_A4.NBConYard_A4
  2314.       AnimationMode   = ONCE
  2315.       AnimationSpeedFactorRange = 1.0 1.0
  2316.       Flags           = START_FRAME_FIRST
  2317.       ParticleSysBone = Pit SmolderingFire
  2318.       ParticleSysBone = Pit01 SmolderingFire
  2319.       ParticleSysBone = Pit SmolderingSmoke
  2320.       ParticleSysBone = Pit01 SmolderingSmoke
  2321.     End
  2322.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  2323.       Model           = NBConYard_A4N
  2324.       Animation       = NBConYard_A4N.NBConYard_A4N
  2325.       AnimationMode   = ONCE
  2326.       AnimationSpeedFactorRange = 1.0 1.0
  2327.       Flags           = START_FRAME_FIRST
  2328.       ParticleSysBone = Pit SmolderingFire
  2329.       ParticleSysBone = Pit01 SmolderingFire
  2330.       ParticleSysBone = Pit SmolderingSmoke
  2331.       ParticleSysBone = Pit01 SmolderingSmoke
  2332.     End
  2333.     TransitionState   = DOWN_DEFAULT UP_SNOW
  2334.       Model           = NBConYard_A4S
  2335.       Animation       = NBConYard_A4S.NBConYard_A4S
  2336.       AnimationMode   = ONCE
  2337.       AnimationSpeedFactorRange = 1.0 1.0
  2338.       Flags           = START_FRAME_FIRST
  2339.       ParticleSysBone = Pit SmolderingFire
  2340.       ParticleSysBone = Pit01 SmolderingFire
  2341.       ParticleSysBone = Pit SmolderingSmoke
  2342.       ParticleSysBone = Pit01 SmolderingSmoke
  2343.     End
  2344.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  2345.       Model           = NBConYard_A4SN
  2346.       Animation       = NBConYard_A4SN.NBConYard_A4SN
  2347.       AnimationMode   = ONCE
  2348.       AnimationSpeedFactorRange = 1.0 1.0
  2349.       Flags           = START_FRAME_FIRST
  2350.       ParticleSysBone = Pit SmolderingFire
  2351.       ParticleSysBone = Pit01 SmolderingFire
  2352.       ParticleSysBone = Pit SmolderingSmoke
  2353.       ParticleSysBone = Pit01 SmolderingSmoke
  2354.     End
  2355.     TransitionState   = UP_DAY DOWN_DEFAULT
  2356.       Model           = NBConYard_A4
  2357.       Animation       = NBConYard_A4.NBConYard_A4
  2358.       AnimationMode   = ONCE_BACKWARDS
  2359.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2360.       Flags           = START_FRAME_LAST
  2361.       ParticleSysBone = Pit SmolderingFire
  2362.       ParticleSysBone = Pit01 SmolderingFire
  2363.       ParticleSysBone = Pit SmolderingSmoke
  2364.       ParticleSysBone = Pit01 SmolderingSmoke
  2365.     End
  2366.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  2367.       Model           = NBConYard_A4N
  2368.       Animation       = NBConYard_A4N.NBConYard_A4N
  2369.       AnimationMode   = ONCE_BACKWARDS
  2370.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2371.       Flags           = START_FRAME_LAST
  2372.       ParticleSysBone = Pit SmolderingFire
  2373.       ParticleSysBone = Pit01 SmolderingFire
  2374.       ParticleSysBone = Pit SmolderingSmoke
  2375.       ParticleSysBone = Pit01 SmolderingSmoke
  2376.     End
  2377.     TransitionState   = UP_SNOW DOWN_DEFAULT
  2378.       Model           = NBConYard_A4S
  2379.       Animation       = NBConYard_A4S.NBConYard_A4S
  2380.       AnimationMode   = ONCE_BACKWARDS
  2381.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2382.       Flags           = START_FRAME_LAST
  2383.       ParticleSysBone = Pit SmolderingFire
  2384.       ParticleSysBone = Pit01 SmolderingFire
  2385.       ParticleSysBone = Pit SmolderingSmoke
  2386.       ParticleSysBone = Pit01 SmolderingSmoke
  2387.     End
  2388.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  2389.       Model           = NBConYard_A4SN
  2390.       Animation       = NBConYard_A4SN.NBConYard_A4SN
  2391.       AnimationMode   = ONCE_BACKWARDS
  2392.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2393.       Flags           = START_FRAME_LAST
  2394.       ParticleSysBone = Pit SmolderingFire
  2395.       ParticleSysBone = Pit01 SmolderingFire
  2396.       ParticleSysBone = Pit SmolderingSmoke
  2397.       ParticleSysBone = Pit01 SmolderingSmoke
  2398.     End
  2399.   End
  2400.  
  2401.   ; ------------ under-construction scaffolding -----------------
  2402.   Draw                = W3DModelDraw ModuleTag_04
  2403.     AnimationsRequirePower = No
  2404.     MinLODRequired = MEDIUM
  2405.     DefaultConditionState
  2406.       Model           = None
  2407.       TransitionKey   = DOWN_DEFAULT
  2408.     End
  2409.     ConditionState    = NIGHT
  2410.       Model           = None
  2411.       TransitionKey   = DOWN_DEFAULT
  2412.     End
  2413.     ConditionState    = SNOW
  2414.       Model           = None
  2415.       TransitionKey   = DOWN_DEFAULT
  2416.     End
  2417.     ConditionState    = SNOW NIGHT
  2418.       Model           = None
  2419.       TransitionKey   = DOWN_DEFAULT
  2420.     End
  2421.     ConditionState    = PARTIALLY_CONSTRUCTED
  2422.       Model           = NBConYard_A6
  2423.       Animation       = NBConYard_A6.NBConYard_A6
  2424.       AnimationMode   = MANUAL
  2425.       Flags           = START_FRAME_LAST
  2426.       TransitionKey   = UP_DAY
  2427.       ParticleSysBone = Dust01 BuildingDustChina
  2428.       ParticleSysBone = SmokeM01 BuildUpSmokeChina
  2429.       ParticleSysBone = SmokeS02 BuildUpSmokeChina
  2430.       ParticleSysBone = SparksM01 BuildUpSmokeChina
  2431.       ParticleSysBone = SparksM02 BuildUpSmokeChina
  2432.       ParticleSysBone = SparksS01 BuildUpSmokeChina
  2433.       ParticleSysBone = SparksS02 BuildUpSmokeChina
  2434.     End
  2435.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  2436.       Model           = NBConYard_A6N
  2437.       Animation       = NBConYard_A6N.NBConYard_A6N
  2438.       AnimationMode   = MANUAL
  2439.       Flags           = START_FRAME_LAST
  2440.       TransitionKey   = UP_NIGHT
  2441.  
  2442.       ParticleSysBone = Dust01 BuildingDustChina
  2443.       ParticleSysBone = SmokeM01 BuildUpSmokeChina
  2444.       ParticleSysBone = SmokeS02 BuildUpSmokeChina
  2445.       ParticleSysBone = SparksM01 BuildUpSmokeChina
  2446.       ParticleSysBone = SparksM02 BuildUpSmokeChina
  2447.       ParticleSysBone = SparksS01 BuildUpSmokeChina
  2448.       ParticleSysBone = SparksS02 BuildUpSmokeChina
  2449.     End
  2450.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  2451.       Model           = NBConYard_A6S
  2452.       Animation       = NBConYard_A6S.NBConYard_A6S
  2453.       AnimationMode   = MANUAL
  2454.       Flags           = START_FRAME_LAST
  2455.       TransitionKey   = UP_SNOW
  2456.       ParticleSysBone = Dust01 BuildingSnowDust
  2457.       ParticleSysBone = SmokeM01 BuildUpSnowSmoke
  2458.       ParticleSysBone = SmokeS02 BuildUpSnowSmoke
  2459.       ParticleSysBone = SparksM01 BuildUpSnowSmoke
  2460.       ParticleSysBone = SparksM02 BuildUpSnowSmoke
  2461.       ParticleSysBone = SparksS01 BuildUpSnowSmoke
  2462.       ParticleSysBone = SparksS02 BuildUpSnowSmoke
  2463.     End
  2464.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  2465.       Model           = NBConYard_A6SN
  2466.       Animation       = NBConYard_A6SN.NBConYard_A6SN
  2467.       AnimationMode   = MANUAL
  2468.       Flags           = START_FRAME_LAST
  2469.       TransitionKey   = UP_SNOWNIGHT
  2470.       ParticleSysBone = Dust01 BuildingNightSnowDust
  2471.       ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke
  2472.       ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke
  2473.       ParticleSysBone = SparksM01 BuildUpNightSnowSmoke
  2474.       ParticleSysBone = SparksM02 BuildUpNightSnowSmoke
  2475.       ParticleSysBone = SparksS01 BuildUpNightSnowSmoke
  2476.       ParticleSysBone = SparksS02 BuildUpNightSnowSmoke
  2477.     End
  2478.     TransitionState   = DOWN_DEFAULT UP_DAY
  2479.      Model            = NBConYard_A6
  2480.       Animation       = NBConYard_A6.NBConYard_A6
  2481.       AnimationMode   = ONCE
  2482.       AnimationSpeedFactorRange = 1.0 1.0
  2483.       Flags           = START_FRAME_FIRST
  2484.     End
  2485.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  2486.      Model            = NBConYard_A6N
  2487.       Animation       = NBConYard_A6N.NBConYard_A6N
  2488.       AnimationMode   = ONCE
  2489.       AnimationSpeedFactorRange = 1.0 1.0
  2490.       Flags           = START_FRAME_FIRST
  2491.     End
  2492.     TransitionState   = DOWN_DEFAULT UP_SNOW
  2493.      Model            = NBConYard_A6S
  2494.       Animation       = NBConYard_A6S.NBConYard_A6S
  2495.       AnimationMode   = ONCE
  2496.       AnimationSpeedFactorRange = 1.0 1.0
  2497.       Flags           = START_FRAME_FIRST
  2498.     End
  2499.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  2500.      Model            = NBConYard_A6SN
  2501.       Animation       = NBConYard_A6SN.NBConYard_A6SN
  2502.       AnimationMode   = ONCE
  2503.       AnimationSpeedFactorRange = 1.0 1.0
  2504.       Flags           = START_FRAME_FIRST
  2505.     End
  2506.     TransitionState   = UP_DAY DOWN_DEFAULT
  2507.       Model           = NBConYard_A6
  2508.       Animation       = NBConYard_A6.NBConYard_A6
  2509.       AnimationMode   = ONCE_BACKWARDS
  2510.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2511.       Flags           = START_FRAME_LAST
  2512.     End
  2513.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  2514.       Model           = NBConYard_A6N
  2515.       Animation       = NBConYard_A6N.NBConYard_A6N
  2516.       AnimationMode   = ONCE_BACKWARDS
  2517.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2518.       Flags           = START_FRAME_LAST
  2519.     End
  2520.     TransitionState   = UP_SNOW DOWN_DEFAULT
  2521.       Model           = NBConYard_A6S
  2522.       Animation       = NBConYard_A6S.NBConYard_A6S
  2523.       AnimationMode   = ONCE_BACKWARDS
  2524.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2525.       Flags           = START_FRAME_LAST
  2526.     End
  2527.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  2528.       Model           = NBConYard_A6SN
  2529.       Animation       = NBConYard_A6SN.NBConYard_A6SN
  2530.       AnimationMode   = ONCE_BACKWARDS
  2531.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2532.       Flags           = START_FRAME_LAST
  2533.     End
  2534.   End
  2535.  
  2536.   ; ------------ being-constructed crane -----------------
  2537.   Draw = W3DModelDraw ModuleTag_05
  2538.     AnimationsRequirePower = No
  2539.     DefaultConditionState
  2540.       Model           = None
  2541.       TransitionKey   = DOWN_DEFAULT
  2542.     End
  2543.     ConditionState    = NIGHT
  2544.       Model           = None
  2545.       TransitionKey   = DOWN_DEFAULT
  2546.     End
  2547.     ConditionState    = SNOW
  2548.       Model           = None
  2549.       TransitionKey   = DOWN_DEFAULT
  2550.     End
  2551.     ConditionState    = SNOW NIGHT
  2552.       Model           = None
  2553.       TransitionKey   = DOWN_DEFAULT
  2554.     End
  2555.     
  2556.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  2557.       Model           = NBConYard_A5
  2558.       Animation       = NBConYard_A5.NBConYard_A5
  2559.       AnimationMode   = LOOP
  2560.       TransitionKey  = UP_DAY
  2561.     End
  2562.  
  2563.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  2564.       Model           = NBConYard_A5N
  2565.       Animation       = NBConYard_A5N.NBConYard_A5N
  2566.       AnimationMode   = LOOP
  2567.       TransitionKey  = UP_NIGHT
  2568.     End
  2569.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  2570.       Model           = NBConYard_A5S
  2571.       Animation       = NBConYard_A5S.NBConYard_A5S
  2572.       AnimationMode   = LOOP
  2573.       TransitionKey  = UP_SNOW
  2574.     End
  2575.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  2576.       Model           = NBConYard_A5SN
  2577.       Animation       = NBConYard_A5SN.NBConYard_A5SN
  2578.       AnimationMode   = LOOP
  2579.       TransitionKey  = UP_SNOWNIGHT
  2580.     End
  2581.     TransitionState   = DOWN_DEFAULT UP_DAY
  2582.       Model            = NBConYard_AB
  2583.       Animation       = NBConYard_AB.NBConYard_AB
  2584.       AnimationMode   = ONCE
  2585.       AnimationSpeedFactorRange = 1.0 1.0
  2586.       Flags           = START_FRAME_FIRST
  2587.     End
  2588.  
  2589.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  2590.       Model            = NBConYard_ABN
  2591.       Animation       = NBConYard_ABN.NBConYard_ABN
  2592.       AnimationMode   = ONCE
  2593.       AnimationSpeedFactorRange = 1.0 1.0
  2594.       Flags           = START_FRAME_FIRST
  2595.     End
  2596.     TransitionState   = DOWN_DEFAULT UP_SNOW
  2597.       Model            = NBConYard_ABS
  2598.       Animation       = NBConYard_ABS.NBConYard_ABS
  2599.       AnimationMode   = ONCE
  2600.       AnimationSpeedFactorRange = 1.0 1.0
  2601.       Flags           = START_FRAME_FIRST
  2602.     End
  2603.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  2604.       Model            = NBConYard_ABSN
  2605.       Animation       = NBConYard_ABSN.NBConYard_ABSN
  2606.       AnimationMode   = ONCE
  2607.       AnimationSpeedFactorRange = 1.0 1.0
  2608.       Flags           = START_FRAME_FIRST
  2609.     End
  2610.     TransitionState   = UP_DAY DOWN_DEFAULT
  2611.       Model            = NBConYard_AB
  2612.       Animation       = NBConYard_AB.NBConYard_AB
  2613.       AnimationMode   = ONCE_BACKWARDS
  2614.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2615.       Flags           = START_FRAME_LAST
  2616.     End
  2617.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  2618.       Model            = NBConYard_ABN
  2619.       Animation       = NBConYard_ABN.NBConYard_ABN
  2620.       AnimationMode   = ONCE_BACKWARDS
  2621.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2622.       Flags           = START_FRAME_LAST
  2623.     End
  2624.     TransitionState   = UP_SNOW DOWN_DEFAULT
  2625.       Model            = NBConYard_ABS
  2626.       Animation       = NBConYard_ABS.NBConYard_ABS
  2627.       AnimationMode   = ONCE_BACKWARDS
  2628.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2629.       Flags           = START_FRAME_LAST
  2630.     End
  2631.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  2632.       Model            = NBConYard_ABSN
  2633.       Animation       = NBConYard_ABSN.NBConYard_ABSN
  2634.       AnimationMode   = ONCE_BACKWARDS
  2635.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  2636.       Flags           = START_FRAME_LAST
  2637.     End
  2638.   End
  2639.     
  2640. ; ----------------- the factory door -------------------
  2641.   Draw                = W3DModelDraw ModuleTag_06
  2642.     DefaultConditionState
  2643.       Model           = NBConYard_A7
  2644.       Animation       = NBConYard_A7.NBConYard_A7
  2645.       AnimationMode   = MANUAL
  2646.       Flags           = START_FRAME_FIRST
  2647.     End
  2648.     AliasConditionState = NIGHT
  2649.     AliasConditionState = SNOW
  2650.     AliasConditionState = NIGHT SNOW
  2651.     
  2652.     ConditionState    = DAMAGED
  2653.       Model           = NBConYard_A7D
  2654.       Animation       = NBConYard_A7D.NBConYard_A7D
  2655.       AnimationMode   = MANUAL
  2656.       Flags           = START_FRAME_FIRST
  2657.     End
  2658.     AliasConditionState = NIGHT DAMAGED
  2659.     AliasConditionState = SNOW DAMAGED
  2660.     AliasConditionState = NIGHT SNOW DAMAGED
  2661.     
  2662.     ConditionState    = REALLYDAMAGED RUBBLE
  2663.       Model           = NBConYard_A7D
  2664.       Animation       = NBConYard_A7D.NBConYard_A7D
  2665.       AnimationMode   = MANUAL
  2666.       Flags           = START_FRAME_FIRST
  2667.     End
  2668.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  2669.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  2670.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  2671.     
  2672.     ConditionState    = DOOR_1_OPENING
  2673.       Model           = NBConYard_A7
  2674.       Animation       = NBConYard_A7.NBConYard_A7
  2675.       AnimationMode   = ONCE
  2676.       Flags           = START_FRAME_FIRST
  2677.     End   
  2678.     AliasConditionState = NIGHT DOOR_1_OPENING
  2679.     AliasConditionState = SNOW DOOR_1_OPENING
  2680.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING
  2681.     
  2682.     ConditionState    = DOOR_1_OPENING DAMAGED
  2683.       Model           = NBConYard_A7D
  2684.       Animation       = NBConYard_A7D.NBConYard_A7D
  2685.       AnimationMode   = ONCE
  2686.       Flags           = START_FRAME_FIRST
  2687.     End   
  2688.     AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
  2689.     AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
  2690.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
  2691.     
  2692.     ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
  2693.       Model           = NBConYard_A7D
  2694.       Animation       = NBConYard_A7D.NBConYard_A7D
  2695.       AnimationMode   = ONCE
  2696.       Flags           = START_FRAME_FIRST
  2697.     End
  2698.     AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
  2699.     AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
  2700.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
  2701.     
  2702.     ConditionState    = DOOR_1_CLOSING
  2703.       Model           = NBConYard_A7
  2704.       Animation       = NBConYard_A7.NBConYard_A7
  2705.       AnimationMode   = ONCE_BACKWARDS
  2706.       Flags           = START_FRAME_LAST
  2707.     End 
  2708.     AliasConditionState = NIGHT DOOR_1_CLOSING
  2709.     AliasConditionState = SNOW DOOR_1_CLOSING
  2710.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
  2711.       
  2712.     ConditionState    = DOOR_1_CLOSING DAMAGED
  2713.       Model           = NBConYard_A7D
  2714.       Animation       = NBConYard_A7D.NBConYard_A7D
  2715.       AnimationMode   = ONCE_BACKWARDS
  2716.       Flags           = START_FRAME_LAST
  2717.     End   
  2718.     AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
  2719.     AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
  2720.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
  2721.     
  2722.     ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  2723.       Model           = NBConYard_A7D
  2724.       Animation       = NBConYard_A7D.NBConYard_A7D
  2725.       AnimationMode   = ONCE_BACKWARDS
  2726.       Flags           = START_FRAME_LAST
  2727.     End   
  2728.     AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  2729.     AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  2730.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  2731.     
  2732.     ConditionState    = DOOR_1_WAITING_OPEN
  2733.       Model           = NBConYard_A7
  2734.       Animation       = NBConYard_A7.NBConYard_A7
  2735.       AnimationMode   = MANUAL
  2736.       Flags           = START_FRAME_LAST
  2737.     End  
  2738.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
  2739.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN
  2740.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
  2741.      
  2742.     ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
  2743.       Model           = NBConYard_A7D
  2744.       Animation       = NBConYard_A7D.NBConYard_A7D
  2745.       AnimationMode   = MANUAL
  2746.       Flags           = START_FRAME_LAST
  2747.     End  
  2748.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
  2749.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
  2750.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
  2751.      
  2752.     ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  2753.       Model           = NBConYard_A7D
  2754.       Animation       = NBConYard_A7D.NBConYard_A7D
  2755.       AnimationMode   = MANUAL
  2756.       Flags           = START_FRAME_LAST
  2757.     End   
  2758.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  2759.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  2760.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  2761.     
  2762.     ;**************************************************************************************************************************
  2763.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  2764.     ;for this draw module
  2765.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  2766.       Model              = NBConYard_A7
  2767.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2768.     End
  2769.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  2770.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  2771.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  2772.     
  2773.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  2774.       Model              = NBConYard_A7D
  2775.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2776.     End
  2777.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  2778.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  2779.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  2780.     
  2781.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  2782.       Model              = NBConYard_A7D
  2783.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2784.     End
  2785.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  2786.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  2787.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  2788.     
  2789.     ConditionState       = AWAITING_CONSTRUCTION 
  2790.       Model              = NONE
  2791.     End
  2792.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  2793.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  2794.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  2795.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  2796.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  2797.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  2798.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  2799.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  2800.     AliasConditionState  = SOLD DAMAGED
  2801.     AliasConditionState  = SOLD REALLYDAMAGED
  2802.     AliasConditionState  = SOLD NIGHT
  2803.     AliasConditionState  = SOLD NIGHT DAMAGED
  2804.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  2805.     AliasConditionState  = SOLD NIGHT SNOW
  2806.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  2807.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  2808.     ;**************************************************************************************************************************
  2809.     
  2810.   End
  2811.   
  2812.   ; Officers club flag
  2813.   Draw = W3DModelDraw ModuleTag_OfficersClub
  2814.     OkToChangeModelColor = No
  2815.  
  2816.     ConditionState       = NONE
  2817.       Model              = None
  2818.     End
  2819.     AliasConditionState  = DAMAGED
  2820.     AliasConditionState  = REALLYDAMAGED
  2821.     AliasConditionState  = RUBBLE
  2822.     AliasConditionState  = REALLYDAMAGED RUBBLE
  2823.     ConditionState       = PREORDER
  2824.       Model              = OCFlagCHA
  2825.       Animation          = OCFlagCHA.OCFlagCHA
  2826.       AnimationMode      = LOOP
  2827.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2828.     End
  2829. ;    ConditionState       = PREORDER DAMAGED
  2830. ;      Model              = OCFlagCHA_D
  2831. ;      Animation          = OCFlagCHA_D.OCFlagCHA_D
  2832. ;      AnimationMode      = LOOP
  2833. ;      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2834. ;    End
  2835. ;    ConditionState       = PREORDER REALLYDAMAGED
  2836. ;      Model              = OCFlagCHA_E
  2837. ;      Animation          = OCFlagCHA_E.OCFlagCHA_E
  2838. ;      AnimationMode      = LOOP
  2839. ;      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  2840. ;    End
  2841.   End
  2842.  
  2843.   PlacementViewAngle = -135
  2844.  
  2845.   ; ***DESIGN parameters ***
  2846.   DisplayName       = OBJECT:CommandCenter
  2847.   Side              = China
  2848.   EditorSorting     = STRUCTURE
  2849.   BuildCost         = 2000
  2850.   BuildTime         = 45.0           ; in seconds
  2851.   EnergyProduction  = 0  ;Command center should be free
  2852.   CommandSet        = ChinaCommandCenterCommandSet
  2853.   VisionRange       = 300.0           ; Shroud clearing distance
  2854.   ShroudClearingRange = 300
  2855.   ArmorSet
  2856.     Conditions      = None
  2857.     Armor           = StructureArmorTough
  2858.     DamageFX        = StructureDamageFXNoShake
  2859.   End
  2860.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  2861.  
  2862.   ; *** AUDIO Parameters ***
  2863.   VoiceSelect       = CommandCenterChinaSelect
  2864.   SoundDie              = BuildingDie
  2865.   SoundOnDamaged        = BuildingDamagedStateLight
  2866.   SoundOnReallyDamaged  = BuildingDestroy
  2867.  
  2868.   UnitSpecificSounds
  2869.     UnderConstruction     = UnderConstructionLoop
  2870.   End
  2871.  
  2872.   ; *** ENGINEERING Parameters ***
  2873.   RadarPriority     = STRUCTURE
  2874.   KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
  2875.  
  2876.   Body              = StructureBody ModuleTag_07
  2877.     MaxHealth       = 5000.0
  2878.     InitialHealth   = 5000.0
  2879.   End
  2880.  
  2881.   Behavior = PreorderCreate ModuleTag_PreorderCreate
  2882.   End
  2883.  
  2884.   Behavior = ProductionUpdate ModuleTag_08
  2885.     NumDoorAnimations            = 1
  2886.     DoorOpeningTime              = 3000  ;in mSeconds
  2887.     DoorWaitOpenTime             = 3000  ;in mSeconds
  2888.     DoorCloseTime                = 3000  ;in mSeconds
  2889.     ConstructionCompleteDuration = 1500  ;in mSeconds
  2890.   End
  2891.   Behavior = DefaultProductionExitUpdate ModuleTag_09
  2892.     UnitCreatePoint   = X:-18.0  Y: 40.0   Z:0.0
  2893.     NaturalRallyPoint = X: 60.0  Y: 40.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  2894.   End
  2895.   Behavior = RadarUpdate ModuleTag_10
  2896.     RadarExtendTime   = 4000     ;in mSeconds
  2897.   End
  2898.  
  2899.   Behavior             = DestroyDie ModuleTag_11
  2900.     ;nothing
  2901.   End
  2902.   Behavior             = CreateObjectDie ModuleTag_12
  2903.     CreationList  = OCL_LargeStructureDebris
  2904.   End
  2905.   Behavior             = FXListDie ModuleTag_13
  2906.     DeathFX       = FX_StructureMediumDeath
  2907.   End
  2908.  
  2909.   Behavior         = RadarUpgrade ModuleTag_14
  2910.     TriggeredBy   = Upgrade_ChinaRadar
  2911.   End
  2912.  
  2913.   Behavior = GenerateMinefieldBehavior     ModuleTag_15
  2914.     TriggeredBy           = Upgrade_ChinaMines
  2915.     MineName              = ChinaStandardMine
  2916.     SmartBorder           = Yes
  2917.     AlwaysCircular        = Yes
  2918.   End
  2919.  
  2920.   Behavior           = OCLSpecialPower ModuleTag_16
  2921.     SpecialPowerTemplate = SuperweaponNapalmStrike
  2922.     OCL                  = SUPERWEAPON_NapalmStrike
  2923.   End
  2924.  
  2925.   Behavior           = OCLSpecialPower ModuleTag_17
  2926.     SpecialPowerTemplate = SuperweaponArtilleryBarrage
  2927.     UpgradeOCL           = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
  2928.     UpgradeOCL           = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
  2929.     OCL                  = SUPERWEAPON_ArtilleryBarrage1
  2930.     CreateLocation       = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
  2931.   End
  2932.  
  2933.   Behavior           = OCLSpecialPower ModuleTag_18
  2934.     SpecialPowerTemplate = SuperweaponClusterMines
  2935.     OCL                  = SUPERWEAPON_ClusterMines
  2936.     CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  2937.   End
  2938.  
  2939.   Behavior           = OCLSpecialPower ModuleTag_19
  2940.     SpecialPowerTemplate = SuperweaponEMPPulse
  2941.     OCL                  = SUPERWEAPON_EMPPulse
  2942.     CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  2943.   End
  2944.  
  2945.   Behavior           = CashHackSpecialPower ModuleTag_20
  2946.     SpecialPowerTemplate = SuperweaponCashHack
  2947.     UpgradeMoneyAmount   = SCIENCE_CashHack3 4000
  2948.     UpgradeMoneyAmount   = SCIENCE_CashHack2 2000
  2949.     MoneyAmount          = 1000  ; amount of money to steal
  2950.   End
  2951.   Behavior           = OCLSpecialPower ModuleTag_21
  2952.     SpecialPowerTemplate = SuperweaponEmergencyRepair
  2953.     UpgradeOCL           = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
  2954.     UpgradeOCL           = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
  2955.     OCL                  = SUPERWEAPON_RepairVehicles1
  2956.     CreateLocation       = CREATE_AT_LOCATION
  2957.   End
  2958.  
  2959.   Behavior = FlammableUpdate ModuleTag_23
  2960.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  2961.     AflameDamageAmount = 5       ; taking this much damage...
  2962.     AflameDamageDelay = 500       ; this often.
  2963.   End
  2964.  
  2965.   Behavior = TransitionDamageFX ModuleTag_24
  2966.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  2967.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  2968.     ;---------------------------------------------------------------------------------------
  2969.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  2970.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  2971.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  2972.   End
  2973.  
  2974.   Geometry            = BOX
  2975.   FactoryExitWidth    = 25
  2976.   GeometryMajorRadius = 60.0
  2977.   GeometryMinorRadius = 63.0
  2978.   GeometryHeight      = 36.0
  2979.   GeometryIsSmall     = No
  2980.   Shadow              = SHADOW_VOLUME
  2981.   BuildCompletion     = PLACED_BY_PLAYER
  2982.  
  2983. End
  2984.  
  2985. ;------------------------------------------------------------------------------
  2986. Object AmericaPowerPlant
  2987.  
  2988.   ; *** ART Parameters ***
  2989.   SelectPortrait         = SAPowerPlant_L
  2990.   ButtonImage            = SAPowerPlant
  2991.  
  2992. ; ---- the building itself ------
  2993.   Draw = W3DModelDraw ModuleTag_01
  2994.     OkToChangeModelColor = Yes
  2995.  
  2996.     ; day ********************************************
  2997.     ConditionState       = NONE;
  2998.       Model              = ABPWRPLANT
  2999.       Animation          = ABPWRPLANT.ABPWRPLANT
  3000.       AnimationMode      = LOOP
  3001.       ParticleSysBone    = Smoke02 SteamVent
  3002.     End
  3003.     ConditionState       = DAMAGED
  3004.       Model              = ABPWRPLANT_D
  3005.       ParticleSysBone    = Smoke01 SmolderingSmoke 
  3006.       ParticleSysBone    = Smoke02 SteamVent
  3007.       ParticleSysBone    = Smoke03 SmolderingSmoke
  3008.       ParticleSysBone    = Fire01 SmolderingFireLarge
  3009.       ParticleSysBone    = Sparks01 LiveWireSparks
  3010.       ParticleSysBone    = Sparks02 LiveWireSparks
  3011.     End
  3012.     ConditionState       = REALLYDAMAGED RUBBLE
  3013.       Model              = ABPWRPLANT_E
  3014.       ParticleSysBone    = Smoke01 SmolderingSmoke 
  3015.       ParticleSysBone    = Smoke02 SteamVent
  3016.       ParticleSysBone    = Smoke03 SmolderingSmoke
  3017.       ParticleSysBone    = Smoke04 SmolderingSmoke 
  3018.       ParticleSysBone    = Smoke05 SmolderingSmoke 
  3019.       ParticleSysBone    = Smoke06 SmolderingSmoke
  3020.       ParticleSysBone    = Fire01 SmolderingFireLarge 
  3021.       ParticleSysBone    = Fire02 SmolderingFireLarge
  3022.       ParticleSysBone    = Fire03 SmolderingFireLarge
  3023.       ParticleSysBone    = Spark01 LiveWireSparks
  3024.     End
  3025.  
  3026.     ; day upgrade
  3027.     ConditionState = POWER_PLANT_UPGRADED ;
  3028.       Model = ABPWRPLANT
  3029.       Animation     = ABPWRPLANT.ABPWRPLANT
  3030.       AnimationMode = LOOP
  3031.       ParticleSysBone = Smoke02 SteamVent
  3032.       ParticleSysBone = Spark01 LiveWireSparks
  3033.       ParticleSysBone = Spark02 LiveWireSparks02
  3034.       ParticleSysBone = Spark03 LiveWireSparks02 
  3035.       ParticleSysBone = Spark04 LiveWireSparks
  3036.       ParticleSysBone = Spark05 LiveWireSparks02
  3037.       ParticleSysBone = Spark06 LiveWireSparks 
  3038.     End
  3039.     ConditionState = DAMAGED POWER_PLANT_UPGRADED
  3040.       Model = ABPWRPLANT_D
  3041.       ParticleSysBone = Smoke01 SmolderingSmoke 
  3042.       ParticleSysBone = Smoke02 SteamVent
  3043.       ParticleSysBone = Smoke03 SmolderingSmoke
  3044.       ParticleSysBone = Fire01 SmolderingFireLarge
  3045.       ParticleSysBone = Spark01 LiveWireSparks
  3046.       ParticleSysBone = Spark02 LiveWireSparks02
  3047.       ParticleSysBone = Spark03 LiveWireSparks02 
  3048.       ParticleSysBone = Spark04 LiveWireSparks
  3049.       ParticleSysBone = Spark05 LiveWireSparks02
  3050.       ParticleSysBone = Spark06 LiveWireSparks 
  3051.     End
  3052.     ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
  3053.       Model = ABPWRPLANT_E
  3054.       ParticleSysBone = Smoke01 SmolderingSmoke 
  3055.       ParticleSysBone = Smoke02 SteamVent
  3056.       ParticleSysBone = Smoke03 SmolderingSmoke
  3057.       ParticleSysBone = Smoke04 SmolderingSmoke 
  3058.       ParticleSysBone = Smoke05 SmolderingSmoke 
  3059.       ParticleSysBone = Smoke06 SmolderingSmoke
  3060.       ParticleSysBone = Fire01 SmolderingFireLarge 
  3061.       ParticleSysBone = Fire02 SmolderingFireLarge
  3062.       ParticleSysBone = Fire03 SmolderingFireLarge
  3063.       ParticleSysBone = Spark01 LiveWireSparks
  3064.       ParticleSysBone = Spark02 LiveWireSparks02
  3065.       ParticleSysBone = Spark03 LiveWireSparks02 
  3066.       ParticleSysBone = Spark04 LiveWireSparks
  3067.       ParticleSysBone = Spark05 LiveWireSparks02
  3068.       ParticleSysBone = Spark06 LiveWireSparks 
  3069.     End
  3070.  
  3071.     ; night 
  3072.     ConditionState = NIGHT;
  3073.       Model = ABPWRPLANT_N
  3074.       Animation     = ABPWRPLANT_N.ABPWRPLANT_N
  3075.       AnimationMode = LOOP
  3076.       ParticleSysBone = Smoke02 SteamVent
  3077.     End
  3078.     ConditionState       = DAMAGED NIGHT
  3079.       Model              = ABPWRPLANT_DN
  3080.       Animation          = ABPWRPLANT_DN.ABPWRPLANT_DN
  3081.       AnimationMode      = LOOP
  3082.       ParticleSysBone    = Smoke01 SmolderingSmoke 
  3083.       ParticleSysBone    = Smoke02 SteamVent
  3084.       ParticleSysBone    = Smoke03 SmolderingSmoke
  3085.       ParticleSysBone    = Fire01 SmolderingFireLarge
  3086.       ParticleSysBone    = Sparks01 LiveWireSparks
  3087.       ParticleSysBone    = Sparks02 LiveWireSparks
  3088.       ParticleSysBone    = Sparks03 LiveWireSparks02
  3089.     End
  3090.     ConditionState = REALLYDAMAGED RUBBLE NIGHT;
  3091.       Model = ABPWRPLANT_EN
  3092.       Animation     = ABPWRPLANT_EN.ABPWRPLANT_EN
  3093.       AnimationMode = LOOP
  3094.       ParticleSysBone = Smoke01 SmolderingSmoke 
  3095.       ParticleSysBone = Smoke02 SteamVent
  3096.       ParticleSysBone = Smoke03 SmolderingSmoke
  3097.       ParticleSysBone = Smoke04 SmolderingSmoke 
  3098.       ParticleSysBone = Smoke05 SmolderingSmoke 
  3099.       ParticleSysBone = Smoke06 SmolderingSmoke
  3100.       ParticleSysBone = Fire01 SmolderingFireLarge 
  3101.       ParticleSysBone = Fire02 SmolderingFireLarge
  3102.       ParticleSysBone = Fire03 SmolderingFireLarge
  3103.       ParticleSysBone = Sparks01 LiveWireSparks
  3104.       ParticleSysBone = Sparks02 LiveWireSparks02
  3105.       ParticleSysBone = Sparks03 LiveWireSparks02 
  3106.       ParticleSysBone = Sparks04 LiveWireSparks
  3107.       ParticleSysBone = Sparks05 LiveWireSparks02
  3108.       ParticleSysBone = Sparks07 LiveWireSparks 
  3109.     End
  3110.  
  3111.     ; night upgraded
  3112.     ConditionState = NIGHT POWER_PLANT_UPGRADED
  3113.       Model = ABPWRPLANT_N
  3114.       Animation     = ABPWRPLANT_N.ABPWRPLANT_N
  3115.       AnimationMode = LOOP
  3116.       ParticleSysBone = Smoke02 SteamVent
  3117.       ParticleSysBone = Sparks02 LiveWireSparks02
  3118.       ParticleSysBone = Sparks03 LiveWireSparks02 
  3119.       ParticleSysBone = Sparks04 LiveWireSparks
  3120.       ParticleSysBone = Sparks05 LiveWireSparks02
  3121.       ParticleSysBone = Sparks07 LiveWireSparks 
  3122.       ParticleSysBone = Sparks08 LiveWireSparks02
  3123.       ParticleSysBone = Sparks09 LiveWireSparks 
  3124.       ParticleSysBone = Sparks10 LiveWireSparks02
  3125.       ParticleSysBone = Sparks11 LiveWireSparks 
  3126.     End
  3127.     ConditionState       = DAMAGED NIGHT POWER_PLANT_UPGRADED
  3128.       Model              = ABPWRPLANT_DN
  3129.       Animation          = ABPWRPLANT_DN.ABPWRPLANT_DN
  3130.       AnimationMode      = LOOP
  3131.       ParticleSysBone    = Smoke01 SmolderingSmoke 
  3132.       ParticleSysBone    = Smoke02 SteamVent
  3133.       ParticleSysBone    = Smoke03 SmolderingSmoke
  3134.       ParticleSysBone    = Fire01 SmolderingFireLarge
  3135.       ParticleSysBone = Sparks02 LiveWireSparks02
  3136.       ParticleSysBone = Sparks03 LiveWireSparks02 
  3137.       ParticleSysBone = Sparks04 LiveWireSparks
  3138.       ParticleSysBone = Sparks05 LiveWireSparks02
  3139.       ParticleSysBone = Sparks07 LiveWireSparks 
  3140.       ParticleSysBone = Sparks08 LiveWireSparks02
  3141.       ParticleSysBone = Sparks09 LiveWireSparks 
  3142.       ParticleSysBone = Sparks10 LiveWireSparks02
  3143.       ParticleSysBone = Sparks11 LiveWireSparks 
  3144.     End
  3145.     ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED
  3146.       Model = ABPWRPLANT_EN
  3147.       Animation     = ABPWRPLANT_EN.ABPWRPLANT_EN
  3148.       AnimationMode = LOOP
  3149.       ParticleSysBone = Smoke01 SmolderingSmoke 
  3150.       ParticleSysBone = Smoke02 SteamVent
  3151.       ParticleSysBone = Smoke03 SmolderingSmoke
  3152.       ParticleSysBone = Smoke04 SmolderingSmoke 
  3153.       ParticleSysBone = Smoke05 SmolderingSmoke 
  3154.       ParticleSysBone = Smoke06 SmolderingSmoke
  3155.       ParticleSysBone = Fire01 SmolderingFireLarge 
  3156.       ParticleSysBone = Fire02 SmolderingFireLarge
  3157.       ParticleSysBone = Fire03 SmolderingFireLarge
  3158.       ParticleSysBone = Sparks02 LiveWireSparks02
  3159.       ParticleSysBone = Sparks03 LiveWireSparks02 
  3160.       ParticleSysBone = Sparks04 LiveWireSparks
  3161.       ParticleSysBone = Sparks05 LiveWireSparks02
  3162.       ParticleSysBone = Sparks07 LiveWireSparks 
  3163.       ParticleSysBone = Sparks08 LiveWireSparks02
  3164.       ParticleSysBone = Sparks09 LiveWireSparks 
  3165.       ParticleSysBone = Sparks10 LiveWireSparks02
  3166.       ParticleSysBone = Sparks11 LiveWireSparks 
  3167.     End
  3168.     
  3169.     
  3170.         ; day ********************************************
  3171.     ConditionState       = SNOW
  3172.       Model              = ABPWRPLANT_S
  3173.       Animation          = ABPWRPLANT_S.ABPWRPLANT_S
  3174.       AnimationMode      = LOOP
  3175.       ParticleSysBone    = Smoke02 SteamVent
  3176.     End
  3177.     ConditionState       = DAMAGED SNOW
  3178.       Model              = ABPWRPLANT_DS
  3179.       ParticleSysBone    = Smoke01 SmolderingSmoke 
  3180.       ParticleSysBone    = Smoke02 SteamVent
  3181.       ParticleSysBone    = Smoke03 SmolderingSmoke
  3182.       ParticleSysBone    = Fire01 SmolderingFireLarge
  3183.       ParticleSysBone    = Sparks01 LiveWireSparks
  3184.       ParticleSysBone    = Sparks02 LiveWireSparks
  3185.     End
  3186.     ConditionState       = REALLYDAMAGED RUBBLE SNOW
  3187.       Model              = ABPWRPLANT_ES
  3188.       ParticleSysBone    = Smoke01 SmolderingSmoke 
  3189.       ParticleSysBone    = Smoke02 SteamVent
  3190.       ParticleSysBone    = Smoke03 SmolderingSmoke
  3191.       ParticleSysBone    = Smoke04 SmolderingSmoke 
  3192.       ParticleSysBone    = Smoke05 SmolderingSmoke 
  3193.       ParticleSysBone    = Smoke06 SmolderingSmoke
  3194.       ParticleSysBone    = Fire01 SmolderingFireLarge 
  3195.       ParticleSysBone    = Fire02 SmolderingFireLarge
  3196.       ParticleSysBone    = Fire03 SmolderingFireLarge
  3197.       ParticleSysBone    = Spark01 LiveWireSparks
  3198.     End
  3199.  
  3200.  
  3201.     ; day upgrade
  3202.     ConditionState = POWER_PLANT_UPGRADED SNOW;
  3203.       Model = ABPWRPLANT_S
  3204.       Animation     = ABPWRPLANT_S.ABPWRPLANT_S
  3205.       AnimationMode = LOOP
  3206.       ParticleSysBone = Smoke02 SteamVent
  3207.       ParticleSysBone = Spark01 LiveWireSparks
  3208.       ParticleSysBone = Spark02 LiveWireSparks02
  3209.       ParticleSysBone = Spark03 LiveWireSparks02 
  3210.       ParticleSysBone = Spark04 LiveWireSparks
  3211.       ParticleSysBone = Spark05 LiveWireSparks02
  3212.       ParticleSysBone = Spark06 LiveWireSparks 
  3213.     End
  3214.     ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW
  3215.       Model = ABPWRPLANT_DS
  3216.       ParticleSysBone = Smoke01 SmolderingSmoke 
  3217.       ParticleSysBone = Smoke02 SteamVent
  3218.       ParticleSysBone = Smoke03 SmolderingSmoke
  3219.       ParticleSysBone = Fire01 SmolderingFireLarge
  3220.       ParticleSysBone = Spark01 LiveWireSparks
  3221.       ParticleSysBone = Spark02 LiveWireSparks02
  3222.       ParticleSysBone = Spark03 LiveWireSparks02 
  3223.       ParticleSysBone = Spark04 LiveWireSparks
  3224.       ParticleSysBone = Spark05 LiveWireSparks02
  3225.       ParticleSysBone = Spark06 LiveWireSparks 
  3226.     End
  3227.     ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
  3228.       Model = ABPWRPLANT_ES
  3229.       ParticleSysBone = Smoke01 SmolderingSmoke 
  3230.       ParticleSysBone = Smoke02 SteamVent
  3231.       ParticleSysBone = Smoke03 SmolderingSmoke
  3232.       ParticleSysBone = Smoke04 SmolderingSmoke 
  3233.       ParticleSysBone = Smoke05 SmolderingSmoke 
  3234.       ParticleSysBone = Smoke06 SmolderingSmoke
  3235.       ParticleSysBone = Fire01 SmolderingFireLarge 
  3236.       ParticleSysBone = Fire02 SmolderingFireLarge
  3237.       ParticleSysBone = Fire03 SmolderingFireLarge
  3238.       ParticleSysBone = Spark01 LiveWireSparks
  3239.       ParticleSysBone = Spark02 LiveWireSparks02
  3240.       ParticleSysBone = Spark03 LiveWireSparks02 
  3241.       ParticleSysBone = Spark04 LiveWireSparks
  3242.       ParticleSysBone = Spark05 LiveWireSparks02
  3243.       ParticleSysBone = Spark06 LiveWireSparks 
  3244.     End
  3245.  
  3246.  
  3247.     ; night 
  3248.     ConditionState = NIGHT SNOW;
  3249.       Model = ABPWRPLANT_NS
  3250.       Animation     = ABPWRPLANT_NS.ABPWRPLANT_NS
  3251.       AnimationMode = LOOP
  3252.       ParticleSysBone = Smoke02 SteamVent
  3253.     End
  3254.     ConditionState       = DAMAGED NIGHT SNOW
  3255.       Model              = ABPWRPLANT_DNS
  3256.       Animation          = ABPWRPLANT_DNS.ABPWRPLANT_DNS
  3257.       AnimationMode      = LOOP
  3258.       ParticleSysBone    = Smoke01 SmolderingSmoke 
  3259.       ParticleSysBone    = Smoke02 SteamVent
  3260.       ParticleSysBone    = Smoke03 SmolderingSmoke
  3261.       ParticleSysBone    = Fire01 SmolderingFireLarge
  3262.       ParticleSysBone    = Sparks01 LiveWireSparks
  3263.       ParticleSysBone    = Sparks02 LiveWireSparks
  3264.       ParticleSysBone    = Sparks03 LiveWireSparks02
  3265.     End
  3266.     ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW;
  3267.       Model = ABPWRPLANT_ENS
  3268.       Animation     = ABPWRPLANT_ENS.ABPWRPLANT_ENS
  3269.       AnimationMode = LOOP
  3270.       ParticleSysBone = Smoke01 SmolderingSmoke 
  3271.       ParticleSysBone = Smoke02 SteamVent
  3272.       ParticleSysBone = Smoke03 SmolderingSmoke
  3273.       ParticleSysBone = Smoke04 SmolderingSmoke 
  3274.       ParticleSysBone = Smoke05 SmolderingSmoke 
  3275.       ParticleSysBone = Smoke06 SmolderingSmoke
  3276.       ParticleSysBone = Fire01 SmolderingFireLarge 
  3277.       ParticleSysBone = Fire02 SmolderingFireLarge
  3278.       ParticleSysBone = Fire03 SmolderingFireLarge
  3279.       ParticleSysBone = Sparks01 LiveWireSparks
  3280.       ParticleSysBone = Sparks02 LiveWireSparks02
  3281.       ParticleSysBone = Sparks03 LiveWireSparks02 
  3282.       ParticleSysBone = Sparks04 LiveWireSparks
  3283.       ParticleSysBone = Sparks05 LiveWireSparks02
  3284.       ParticleSysBone = Sparks07 LiveWireSparks 
  3285.     End
  3286.  
  3287.     ; night upgraded
  3288.     ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW
  3289.       Model = ABPWRPLANT_NS
  3290.       Animation     = ABPWRPLANT_NS.ABPWRPLANT_NS
  3291.       AnimationMode = LOOP
  3292.       ParticleSysBone = Smoke02 SteamVent
  3293.       ParticleSysBone = Sparks02 LiveWireSparks02
  3294.       ParticleSysBone = Sparks03 LiveWireSparks02 
  3295.       ParticleSysBone = Sparks04 LiveWireSparks
  3296.       ParticleSysBone = Sparks05 LiveWireSparks02
  3297.       ParticleSysBone = Sparks07 LiveWireSparks 
  3298.       ParticleSysBone = Sparks08 LiveWireSparks02
  3299.       ParticleSysBone = Sparks09 LiveWireSparks 
  3300.       ParticleSysBone = Sparks10 LiveWireSparks02
  3301.       ParticleSysBone = Sparks11 LiveWireSparks 
  3302.     End
  3303.     ConditionState       = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW
  3304.       Model              = ABPWRPLANT_DNS
  3305.       Animation          = ABPWRPLANT_DNS.ABPWRPLANT_DNS
  3306.       AnimationMode      = LOOP
  3307.       ParticleSysBone    = Smoke01 SmolderingSmoke 
  3308.       ParticleSysBone    = Smoke02 SteamVent
  3309.       ParticleSysBone    = Smoke03 SmolderingSmoke
  3310.       ParticleSysBone    = Fire01 SmolderingFireLarge
  3311.       ParticleSysBone = Sparks02 LiveWireSparks02
  3312.       ParticleSysBone = Sparks03 LiveWireSparks02 
  3313.       ParticleSysBone = Sparks04 LiveWireSparks
  3314.       ParticleSysBone = Sparks05 LiveWireSparks02
  3315.       ParticleSysBone = Sparks07 LiveWireSparks 
  3316.       ParticleSysBone = Sparks08 LiveWireSparks02
  3317.       ParticleSysBone = Sparks09 LiveWireSparks 
  3318.       ParticleSysBone = Sparks10 LiveWireSparks02
  3319.       ParticleSysBone = Sparks11 LiveWireSparks 
  3320.     End
  3321.     ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW
  3322.       Model = ABPWRPLANT_ENS
  3323.       Animation     = ABPWRPLANT_ENS.ABPWRPLANT_ENS
  3324.       AnimationMode = LOOP
  3325.       ParticleSysBone = Smoke01 SmolderingSmoke 
  3326.       ParticleSysBone = Smoke02 SteamVent
  3327.       ParticleSysBone = Smoke03 SmolderingSmoke
  3328.       ParticleSysBone = Smoke04 SmolderingSmoke 
  3329.       ParticleSysBone = Smoke05 SmolderingSmoke 
  3330.       ParticleSysBone = Smoke06 SmolderingSmoke
  3331.       ParticleSysBone = Fire01 SmolderingFireLarge 
  3332.       ParticleSysBone = Fire02 SmolderingFireLarge
  3333.       ParticleSysBone = Fire03 SmolderingFireLarge
  3334.       ParticleSysBone = Sparks02 LiveWireSparks02
  3335.       ParticleSysBone = Sparks03 LiveWireSparks02 
  3336.       ParticleSysBone = Sparks04 LiveWireSparks
  3337.       ParticleSysBone = Sparks05 LiveWireSparks02
  3338.       ParticleSysBone = Sparks07 LiveWireSparks 
  3339.       ParticleSysBone = Sparks08 LiveWireSparks02
  3340.       ParticleSysBone = Sparks09 LiveWireSparks 
  3341.       ParticleSysBone = Sparks10 LiveWireSparks02
  3342.       ParticleSysBone = Sparks11 LiveWireSparks 
  3343.     End
  3344.     
  3345.     ;**************************************************************************************************************************
  3346.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  3347.     ;for this draw module
  3348.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  3349.       Model              = ABPWRPLANT
  3350.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3351.     End
  3352.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  3353.       Model              = ABPWRPLANT_D
  3354.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3355.     End
  3356.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  3357.       Model              = ABPWRPLANT_E
  3358.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3359.     End
  3360.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  3361.       Model              = ABPWRPLANT_N
  3362.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3363.     End
  3364.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  3365.       Model              = ABPWRPLANT_DN
  3366.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3367.     End
  3368.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  3369.       Model              = ABPWRPLANT_EN
  3370.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3371.     End
  3372.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  3373.       Model              = ABPWRPLANT_S
  3374.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3375.     End
  3376.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  3377.       Model              = ABPWRPLANT_DS
  3378.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3379.     End
  3380.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  3381.       Model              = ABPWRPLANT_ES
  3382.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3383.     End
  3384.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  3385.       Model              = ABPWRPLANT_NS
  3386.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3387.     End
  3388.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  3389.       Model              = ABPWRPLANT_DNS
  3390.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3391.     End
  3392.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  3393.       Model              = ABPWRPLANT_ENS
  3394.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3395.     End
  3396.  
  3397.     ConditionState       = AWAITING_CONSTRUCTION 
  3398.       Model              = NONE
  3399.     End
  3400.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  3401.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  3402.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  3403.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  3404.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  3405.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  3406.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  3407.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  3408.     AliasConditionState  = SOLD DAMAGED
  3409.     AliasConditionState  = SOLD REALLYDAMAGED
  3410.     AliasConditionState  = SOLD NIGHT
  3411.     AliasConditionState  = SOLD NIGHT DAMAGED
  3412.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  3413.     AliasConditionState  = SOLD SNOW
  3414.     AliasConditionState  = SOLD SNOW DAMAGED
  3415.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  3416.     AliasConditionState  = SOLD NIGHT SNOW
  3417.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  3418.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  3419.     AliasConditionState  = SOLD DAMAGED POWER_PLANT_UPGRADED
  3420.     AliasConditionState  = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED
  3421.     AliasConditionState  = SOLD NIGHT POWER_PLANT_UPGRADED
  3422.     AliasConditionState  = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED
  3423.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED
  3424.     AliasConditionState  = SOLD SNOW POWER_PLANT_UPGRADED
  3425.     AliasConditionState  = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED
  3426.     AliasConditionState  = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
  3427.     AliasConditionState  = SOLD NIGHT SNOW POWER_PLANT_UPGRADED
  3428.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED
  3429.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
  3430.     ;**************************************************************************************************************************
  3431.     
  3432.     
  3433.  
  3434.     
  3435.  
  3436.     
  3437.   End
  3438.  
  3439.   ; ------------ construction-zone fence -----------------
  3440.  
  3441.   Draw = W3DModelDraw ModuleTag_02
  3442.   AnimationsRequirePower = No
  3443.     DefaultConditionState
  3444.       Model           = None
  3445.       TransitionKey   = DOWN_DEFAULT
  3446.     End
  3447.     ConditionState    = NIGHT
  3448.       Model           = None
  3449.       TransitionKey   = DOWN_DEFAULT
  3450.     End
  3451.     ConditionState    = SNOW
  3452.       Model           = None
  3453.       TransitionKey   = DOWN_DEFAULT
  3454.     End
  3455.     ConditionState    = SNOW NIGHT
  3456.       Model           = None
  3457.       TransitionKey   = DOWN_DEFAULT
  3458.     End
  3459.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  3460.       Model           = ABPwrPlant_A4
  3461.       Animation       = ABPwrPlant_A4.ABPwrPlant_A4
  3462.       AnimationMode   = MANUAL
  3463.       Flags           = START_FRAME_LAST
  3464.       TransitionKey   = UP_DAY
  3465.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  3466.       ParticleSysBone = SparksS01 LiveWireSparks02
  3467.     End
  3468.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  3469.       Model           = ABPwrPlant_A4N
  3470.       Animation       = ABPwrPlant_A4N.ABPwrPlant_A4N
  3471.       AnimationMode   = MANUAL
  3472.       Flags           = START_FRAME_LAST
  3473.       TransitionKey   = UP_NIGHT
  3474.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  3475.       ParticleSysBone = SparksS01 LiveWireSparks02
  3476.     End
  3477.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  3478.       Model           = ABPwrPlant_A4S
  3479.       Animation       = ABPwrPlant_A4S.ABPwrPlant_A4S
  3480.       AnimationMode   = MANUAL
  3481.       Flags           = START_FRAME_LAST
  3482.       TransitionKey   = UP_SNOW
  3483.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  3484.       ParticleSysBone = SparksS01 LiveWireSparks02
  3485.     End
  3486.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  3487.       Model           = ABPwrPlant_A4S
  3488.       Animation       = ABPwrPlant_A4S.ABPwrPlant_A4S
  3489.       AnimationMode   = MANUAL
  3490.       Flags           = START_FRAME_LAST
  3491.       TransitionKey   = UP_SNOWNIGHT
  3492.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  3493.       ParticleSysBone = SparksS01 LiveWireSparks02
  3494.     End
  3495.     TransitionState   = DOWN_DEFAULT UP_DAY
  3496.       Model           = ABPwrPlant_A4
  3497.       Animation       = ABPwrPlant_A4.ABPwrPlant_A4
  3498.       AnimationMode   = ONCE
  3499.       AnimationSpeedFactorRange = 1.0 1.0
  3500.       Flags           = START_FRAME_FIRST
  3501.     End
  3502.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  3503.       Model           = ABPwrPlant_A4N
  3504.       Animation       = ABPwrPlant_A4N.ABPwrPlant_A4N
  3505.       AnimationMode   = ONCE
  3506.       AnimationSpeedFactorRange = 1.0 1.0
  3507.       Flags           = START_FRAME_FIRST
  3508.     End
  3509.     TransitionState   = DOWN_DEFAULT UP_SNOW
  3510.       Model           = ABPwrPlant_A4S
  3511.       Animation       = ABPwrPlant_A4S.ABPwrPlant_A4S
  3512.       AnimationMode   = ONCE
  3513.       AnimationSpeedFactorRange = 1.0 1.0
  3514.       Flags           = START_FRAME_FIRST
  3515.     End
  3516.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  3517.       Model           = ABPwrPlant_A4SN
  3518.       Animation       = ABPwrPlant_A4SN.ABPwrPlant_A4SN
  3519.       AnimationMode   = ONCE
  3520.       AnimationSpeedFactorRange = 1.0 1.0
  3521.       Flags           = START_FRAME_FIRST
  3522.     End
  3523.     TransitionState   = UP_DAY DOWN_DEFAULT
  3524.       Model           = ABPwrPlant_A4
  3525.       Animation       = ABPwrPlant_A4.ABPwrPlant_A4
  3526.       AnimationMode   = ONCE_BACKWARDS
  3527.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3528.       Flags           = START_FRAME_LAST
  3529.     End
  3530.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  3531.       Model           = ABPwrPlant_A4N
  3532.       Animation       = ABPwrPlant_A4N.ABPwrPlant_A4N
  3533.       AnimationMode   = ONCE_BACKWARDS
  3534.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3535.       Flags           = START_FRAME_LAST
  3536.     End
  3537.     TransitionState   = UP_SNOW DOWN_DEFAULT
  3538.       Model           = ABPwrPlant_A4S
  3539.       Animation       = ABPwrPlant_A4S.ABPwrPlant_A4S
  3540.       AnimationMode   = ONCE_BACKWARDS
  3541.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3542.       Flags           = START_FRAME_LAST
  3543.     End
  3544.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  3545.       Model           = ABPwrPlant_A4SN
  3546.       Animation       = ABPwrPlant_A4SN.ABPwrPlant_A4SN
  3547.       AnimationMode   = ONCE_BACKWARDS
  3548.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3549.       Flags           = START_FRAME_LAST
  3550.     End
  3551.   End
  3552.  
  3553.   ; ------------ under-construction scaffolding -----------------
  3554.   Draw = W3DModelDraw ModuleTag_03
  3555.   AnimationsRequirePower = No
  3556.     MinLODRequired = MEDIUM
  3557.     DefaultConditionState
  3558.       Model           = None
  3559.       TransitionKey   = DOWN_DEFAULT
  3560.     End
  3561.     ConditionState    = NIGHT
  3562.       Model           = None
  3563.       TransitionKey   = DOWN_DEFAULT
  3564.     End
  3565.     ConditionState    = SNOW
  3566.       Model           = None
  3567.       TransitionKey   = DOWN_DEFAULT
  3568.     End
  3569.     ConditionState    = SNOW NIGHT
  3570.       Model           = None
  3571.       TransitionKey   = DOWN_DEFAULT
  3572.     End
  3573.     ConditionState    = PARTIALLY_CONSTRUCTED
  3574.       Model           = ABPwrPlant_A6
  3575.       Animation       = ABPwrPlant_A6.ABPwrPlant_A6
  3576.       AnimationMode   = MANUAL
  3577.       Flags           = START_FRAME_LAST
  3578.       TransitionKey   = UP_DAY
  3579.       ParticleSysBone = SparksS01 BuildUpBlueSpark
  3580.       ParticleSysBone = SparksS02 BuildUpBlueSpark
  3581.       ParticleSysBone = SparksS03 SparksSmall
  3582.       ParticleSysBone = SparksS06 BuildUpBlueSpark
  3583.     End
  3584.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  3585.       Model           = ABPwrPlant_A6N
  3586.       Animation       = ABPwrPlant_A6N.ABPwrPlant_A6N
  3587.       AnimationMode   = MANUAL
  3588.       Flags           = START_FRAME_LAST
  3589.       TransitionKey   = UP_NIGHT
  3590.       ParticleSysBone = SparksS01 BuildUpBlueSpark
  3591.       ParticleSysBone = SparksS02 BuildUpBlueSpark
  3592.       ParticleSysBone = SparksS03 SparksSmall
  3593.       ParticleSysBone = SparksS06 BuildUpBlueSpark
  3594.     End
  3595.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  3596.       Model           = ABPwrPlant_A6S
  3597.       Animation       = ABPwrPlant_A6S.ABPwrPlant_A6S
  3598.       AnimationMode   = MANUAL
  3599.       Flags           = START_FRAME_LAST
  3600.       TransitionKey   = UP_SNOW
  3601.       ParticleSysBone = SparksS01 BuildUpBlueSpark
  3602.       ParticleSysBone = SparksS02 BuildUpBlueSpark
  3603.       ParticleSysBone = SparksS03 SparksSmall
  3604.       ParticleSysBone = SparksS06 BuildUpBlueSpark
  3605.     End
  3606.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  3607.       Model           = ABPwrPlant_A6SN
  3608.       Animation       = ABPwrPlant_A6SN.ABPwrPlant_A6SN
  3609.       AnimationMode   = MANUAL
  3610.       Flags           = START_FRAME_LAST
  3611.       TransitionKey   = UP_SNOWNIGHT
  3612.       ParticleSysBone = SparksS01 BuildUpBlueSpark
  3613.       ParticleSysBone = SparksS02 BuildUpBlueSpark
  3614.       ParticleSysBone = SparksS03 SparksSmall
  3615.       ParticleSysBone = SparksS06 BuildUpBlueSpark
  3616.     End
  3617.     TransitionState   = DOWN_DEFAULT UP_DAY
  3618.      Model            = ABPwrPlant_A6
  3619.       Animation       = ABPwrPlant_A6.ABPwrPlant_A6
  3620.       AnimationMode   = ONCE
  3621.       AnimationSpeedFactorRange = 1.0 1.0
  3622.       Flags           = START_FRAME_FIRST
  3623.     End
  3624.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  3625.      Model            = ABPwrPlant_A6N
  3626.       Animation       = ABPwrPlant_A6N.ABPwrPlant_A6N
  3627.       AnimationMode   = ONCE
  3628.       AnimationSpeedFactorRange = 1.0 1.0
  3629.       Flags           = START_FRAME_FIRST
  3630.     End
  3631.     TransitionState   = DOWN_DEFAULT UP_SNOW
  3632.      Model            = ABPwrPlant_A6S
  3633.       Animation       = ABPwrPlant_A6S.ABPwrPlant_A6S
  3634.       AnimationMode   = ONCE
  3635.  
  3636.       AnimationSpeedFactorRange = 1.0 1.0
  3637.       Flags           = START_FRAME_FIRST
  3638.     End
  3639.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  3640.      Model            = ABPwrPlant_A6SN
  3641.       Animation       = ABPwrPlant_A6SN.ABPwrPlant_A6SN
  3642.       AnimationMode   = ONCE
  3643.       AnimationSpeedFactorRange = 1.0 1.0
  3644.       Flags           = START_FRAME_FIRST
  3645.     End
  3646.     TransitionState   = UP_DAY DOWN_DEFAULT
  3647.       Model           = ABPwrPlant_A6
  3648.       Animation       = ABPwrPlant_A6.ABPwrPlant_A6
  3649.       AnimationMode   = ONCE_BACKWARDS
  3650.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3651.       Flags           = START_FRAME_LAST
  3652.     End
  3653.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  3654.       Model           = ABPwrPlant_A6N
  3655.       Animation       = ABPwrPlant_A6N.ABPwrPlant_A6N
  3656.       AnimationMode   = ONCE_BACKWARDS
  3657.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3658.       Flags           = START_FRAME_LAST
  3659.     End
  3660.     TransitionState   = UP_SNOW DOWN_DEFAULT
  3661.       Model           = ABPwrPlant_A6S
  3662.       Animation       = ABPwrPlant_A6S.ABPwrPlant_A6S
  3663.       AnimationMode   = ONCE_BACKWARDS
  3664.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3665.       Flags           = START_FRAME_LAST
  3666.     End
  3667.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  3668.       Model           = ABPwrPlant_A6SN
  3669.       Animation       = ABPwrPlant_A6SN.ABPwrPlant_A6SN
  3670.       AnimationMode   = ONCE_BACKWARDS
  3671.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3672.       Flags           = START_FRAME_LAST
  3673.     End
  3674.   End
  3675.  
  3676.   ; ------------ being-constructed crane -----------------
  3677.   Draw = W3DModelDraw ModuleTag_04
  3678.   AnimationsRequirePower = No
  3679.     DefaultConditionState
  3680.       Model           = None
  3681.       TransitionKey   = DOWN_DEFAULT
  3682.     End
  3683.     ConditionState    = NIGHT
  3684.       Model           = None
  3685.       TransitionKey   = DOWN_DEFAULT
  3686.     End
  3687.     ConditionState    = SNOW
  3688.       Model           = None
  3689.       TransitionKey   = DOWN_DEFAULT
  3690.     End
  3691.     ConditionState    = SNOW NIGHT
  3692.       Model           = None
  3693.       TransitionKey   = DOWN_DEFAULT
  3694.     End
  3695.     ConditionState    = SOLD
  3696.       Model           = NONE
  3697.     End
  3698.  
  3699.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  3700.       Model           = ABPwrPlant_A5
  3701.       Animation       = ABPwrPlant_A5.ABPwrPlant_A5
  3702.       AnimationMode   = LOOP
  3703.       TransitionKey  = UP_DAY
  3704.     End
  3705.  
  3706.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  3707.       Model           = ABPwrPlant_A5N
  3708.       Animation       = ABPwrPlant_A5N.ABPwrPlant_A5N
  3709.       AnimationMode   = LOOP
  3710.       TransitionKey  = UP_NIGHT
  3711.     End
  3712.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  3713.       Model           = ABPwrPlant_A5S
  3714.       Animation       = ABPwrPlant_A5S.ABPwrPlant_A5S
  3715.       AnimationMode   = LOOP
  3716.       TransitionKey  = UP_SNOW
  3717.     End
  3718.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  3719.       Model           = ABPwrPlant_A5SN
  3720.       Animation       = ABPwrPlant_A5SN.ABPwrPlant_A5SN
  3721.       AnimationMode   = LOOP
  3722.       TransitionKey  = UP_SNOWNIGHT
  3723.     End
  3724.     TransitionState   = DOWN_DEFAULT UP_DAY
  3725.       Model            = ABPwrPlant_AB
  3726.       Animation       = ABPwrPlant_AB.ABPwrPlant_AB
  3727.       AnimationMode   = ONCE
  3728.       AnimationSpeedFactorRange = 1.0 1.0
  3729.       Flags           = START_FRAME_FIRST
  3730.     End
  3731.  
  3732.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  3733.       Model            = ABPwrPlant_ABN
  3734.       Animation       = ABPwrPlant_ABN.ABPwrPlant_ABN
  3735.       AnimationMode   = ONCE
  3736.       AnimationSpeedFactorRange = 1.0 1.0
  3737.       Flags           = START_FRAME_FIRST
  3738.     End
  3739.  
  3740.     TransitionState   = DOWN_DEFAULT UP_SNOW
  3741.       Model            = ABPwrPlant_ABS
  3742.       Animation       = ABPwrPlant_ABS.ABPwrPlant_ABS
  3743.       AnimationMode   = ONCE
  3744.       AnimationSpeedFactorRange = 1.0 1.0
  3745.       Flags           = START_FRAME_FIRST
  3746.     End
  3747.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  3748.       Model            = ABPwrPlant_ABSN
  3749.       Animation       = ABPwrPlant_ABSN.ABPwrPlant_ABSN
  3750.       AnimationMode   = ONCE
  3751.       AnimationSpeedFactorRange = 1.0 1.0
  3752.       Flags           = START_FRAME_FIRST
  3753.     End
  3754.     TransitionState   = UP_DAY DOWN_DEFAULT
  3755.       Model            = ABPwrPlant_AB
  3756.       Animation       = ABPwrPlant_AB.ABPwrPlant_AB
  3757.       AnimationMode   = ONCE_BACKWARDS
  3758.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3759.       Flags           = START_FRAME_LAST
  3760.     End
  3761.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  3762.       Model            = ABPwrPlant_ABN
  3763.       Animation       = ABPwrPlant_ABN.ABPwrPlant_ABN
  3764.       AnimationMode   = ONCE_BACKWARDS
  3765.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3766.       Flags           = START_FRAME_LAST
  3767.     End
  3768.     TransitionState   = UP_SNOW DOWN_DEFAULT
  3769.       Model            = ABPwrPlant_ABS
  3770.       Animation       = ABPwrPlant_ABS.ABPwrPlant_ABS
  3771.       AnimationMode   = ONCE_BACKWARDS
  3772.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3773.       Flags           = START_FRAME_LAST
  3774.     End
  3775.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  3776.       Model            = ABPwrPlant_ABSN
  3777.       Animation       = ABPwrPlant_ABSN.ABPwrPlant_ABSN
  3778.       AnimationMode   = ONCE_BACKWARDS
  3779.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  3780.       Flags           = START_FRAME_LAST
  3781.     End
  3782.   End
  3783.  
  3784. ; ---- the control rods -----
  3785.   Draw = W3DModelDraw ModuleTag_05
  3786.     OkToChangeModelColor = Yes
  3787.  
  3788.     ; no upgrade
  3789.     ConditionState = NONE
  3790.       Model ABPWRPLANT_A1
  3791.     End
  3792.     AliasConditionState = SNOW
  3793.     AliasConditionState = NIGHT
  3794.     AliasConditionState = SNOW NIGHT
  3795.  
  3796.     ConditionState = DAMAGED
  3797.       Model ABPWRPLANT_A1D
  3798.     End
  3799.     AliasConditionState = DAMAGED SNOW
  3800.     AliasConditionState = DAMAGED NIGHT
  3801.     AliasConditionState = DAMAGED SNOW NIGHT
  3802.  
  3803.     ConditionState = REALLYDAMAGED RUBBLE
  3804.       Model ABPWRPLANT_A1E
  3805.     End
  3806.     AliasConditionState = REALLYDAMAGED RUBBLE SNOW
  3807.     AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
  3808.     AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
  3809.  
  3810.  
  3811.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  3812.       Model              = ABPWRPLANT_A1
  3813.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3814.     End
  3815.     AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  3816.     AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  3817.     AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
  3818.  
  3819.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  3820.       Model              = ABPWRPLANT_A1D
  3821.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3822.     End
  3823.     AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  3824.     AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  3825.     AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
  3826.  
  3827.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
  3828.       Model              = ABPWRPLANT_A1E
  3829.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3830.     End
  3831.     AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  3832.     AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  3833.     AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
  3834.  
  3835.     ; first to upgrade
  3836.     ConditionState = POWER_PLANT_UPGRADING
  3837.       Model ABPWRPLANT_A1
  3838.       Animation     = ABPWRPLANT_A1.ABPWRPLANT_A1
  3839.       AnimationMode = ONCE
  3840.       Flags         = START_FRAME_FIRST
  3841.     End
  3842.     AliasConditionState = POWER_PLANT_UPGRADING SNOW
  3843.     AliasConditionState = POWER_PLANT_UPGRADING NIGHT
  3844.     AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT
  3845.  
  3846.     ConditionState = DAMAGED POWER_PLANT_UPGRADING
  3847.       Model ABPWRPLANT_A1D
  3848.       Animation     = ABPWRPLANT_A1D.ABPWRPLANT_A1D
  3849.       AnimationMode = ONCE
  3850.       Flags         = START_FRAME_FIRST
  3851.     End
  3852.     AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW
  3853.     AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT
  3854.     AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT
  3855.  
  3856.     ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING
  3857.       Model ABPWRPLANT_A1E
  3858.       Animation     = ABPWRPLANT_A1E.ABPWRPLANT_A1E
  3859.       AnimationMode = ONCE
  3860.       Flags         = START_FRAME_FIRST
  3861.     End
  3862.     AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW
  3863.     AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT
  3864.     AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT
  3865.  
  3866.     ; already upgraded
  3867.     ConditionState = POWER_PLANT_UPGRADED
  3868.       Model ABPWRPLANT_A1
  3869.       Animation     = ABPWRPLANT_A1.ABPWRPLANT_A1
  3870.       AnimationMode = MANUAL
  3871.       Flags         = START_FRAME_LAST
  3872.     End
  3873.     AliasConditionState = POWER_PLANT_UPGRADED SNOW
  3874.     AliasConditionState = POWER_PLANT_UPGRADED NIGHT
  3875.     AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT
  3876.  
  3877.     ConditionState = DAMAGED POWER_PLANT_UPGRADED
  3878.       Model ABPWRPLANT_A1D
  3879.       Animation     = ABPWRPLANT_A1D.ABPWRPLANT_A1D
  3880.       AnimationMode = MANUAL
  3881.       Flags         = START_FRAME_LAST
  3882.     End
  3883.     AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW
  3884.     AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT
  3885.     AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT
  3886.  
  3887.     ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
  3888.       Model ABPWRPLANT_A1E
  3889.       Animation     = ABPWRPLANT_A1E.ABPWRPLANT_A1E
  3890.       AnimationMode = MANUAL
  3891.       Flags         = START_FRAME_LAST
  3892.     End
  3893.     AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
  3894.     AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT
  3895.     AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT
  3896.  
  3897.   
  3898.     ConditionState       = AWAITING_CONSTRUCTION 
  3899.       Model              = NONE
  3900.     End
  3901.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  3902.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  3903.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  3904.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  3905.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  3906.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  3907.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  3908.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  3909.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  3910.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  3911.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  3912.     AliasConditionState  = SOLD DAMAGED
  3913.     AliasConditionState  = SOLD REALLYDAMAGED
  3914.     AliasConditionState  = SOLD NIGHT
  3915.     AliasConditionState  = SOLD NIGHT DAMAGED
  3916.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  3917.     AliasConditionState  = SOLD NIGHT SNOW
  3918.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  3919.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  3920.     AliasConditionState  = SOLD DAMAGED POWER_PLANT_UPGRADED
  3921.     AliasConditionState  = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED
  3922.     AliasConditionState  = SOLD NIGHT POWER_PLANT_UPGRADED
  3923.     AliasConditionState  = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED
  3924.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED
  3925.     AliasConditionState  = SOLD NIGHT SNOW POWER_PLANT_UPGRADED
  3926.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED
  3927.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
  3928.     ;**************************************************************************************************************************
  3929.   
  3930.   End
  3931.   
  3932.   
  3933.  
  3934.   PlacementViewAngle = -45
  3935.  
  3936.   ; ***DESIGN parameters ***
  3937.   DisplayName      = OBJECT:ColdFusionReactor
  3938.   Side             = America
  3939.   EditorSorting    = STRUCTURE
  3940.   Prerequisites
  3941. ;    Object = AmericaCommandCenter
  3942.   End
  3943.   BuildCost        = 800
  3944.   BuildTime        = 10.0           ; in seconds
  3945.   EnergyProduction = 5
  3946.   EnergyBonus      = 5
  3947.   VisionRange      = 200.0           ; Shroud clearing distance
  3948.   ShroudClearingRange = 200
  3949.   ArmorSet
  3950.     Conditions     = None
  3951.     Armor          = StructureArmor
  3952.     DamageFX       = StructureDamageFXNoShake
  3953.   End
  3954.   CommandSet       = AmericaPowerPlantCommandSet
  3955.   ExperienceValue     = 100 100 100 100  ; Experience point value at each level
  3956.  
  3957.   ; *** AUDIO Parameters ***
  3958.   VoiceSelect = ColdFusionReactorSelect
  3959.   SoundDie              = BuildingDie
  3960.   SoundOnDamaged        = BuildingDamagedStateLight
  3961.   SoundOnReallyDamaged  = BuildingDestroy
  3962.  
  3963.   UnitSpecificSounds
  3964.     UnderConstruction     = UnderConstructionLoop
  3965.   End
  3966.  
  3967.   ; *** ENGINEERING Parameters ***
  3968.   RadarPriority   = STRUCTURE
  3969.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY
  3970.   Body            = StructureBody ModuleTag_06
  3971.     MaxHealth       = 800.0
  3972.     InitialHealth   = 800.0
  3973.   End
  3974.  
  3975.   Behavior = PowerPlantUpgrade ModuleTag_07
  3976.     TriggeredBy = Upgrade_AmericaAdvancedControlRods
  3977.   End
  3978.  
  3979.   Behavior = BaseRegenerateUpdate ModuleTag_08
  3980.     ;No data
  3981.   End
  3982.   Behavior = PowerPlantUpdate ModuleTag_09
  3983.     RodsExtendTime = 600
  3984.   End
  3985.  
  3986.  
  3987.   Behavior = DestroyDie ModuleTag_10
  3988.     ;nothing
  3989.   End
  3990.   Behavior             = CreateObjectDie ModuleTag_11
  3991.     CreationList  = OCL_ABPowerPlantExplode
  3992.   End
  3993.   Behavior             = CreateObjectDie ModuleTag_12
  3994.     CreationList  = OCL_AmericanRangerDebris02
  3995.     ExemptStatus  = UNDER_CONSTRUCTION
  3996.   End
  3997.   Behavior        = FXListDie ModuleTag_13
  3998.     DeathFX       = FX_StructureSmallDeath
  3999.   End
  4000.  
  4001.   Behavior = ProductionUpdate ModuleTag_14
  4002.     ; nothing
  4003.   End
  4004.  
  4005.   Behavior = FlammableUpdate ModuleTag_16
  4006.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  4007.     AflameDamageAmount = 5       ; taking this much damage...
  4008.     AflameDamageDelay = 500       ; this often.
  4009.   End
  4010.  
  4011.   Behavior = TransitionDamageFX ModuleTag_17
  4012.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  4013.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  4014.     ;---------------------------------------------------------------------------------------
  4015.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  4016.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  4017.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  4018.   End
  4019.  
  4020.   Geometry            = BOX
  4021.   GeometryMajorRadius = 22.0
  4022.   GeometryMinorRadius = 30.0
  4023.   GeometryHeight      = 46.0
  4024.   GeometryIsSmall     = No
  4025.   Shadow          = SHADOW_VOLUME
  4026.   BuildCompletion = PLACED_BY_PLAYER
  4027.  
  4028. End
  4029.  
  4030. ;------------------------------------------------------------------------------
  4031. Object AmericaParticleCannonUplink
  4032.  
  4033.   ; *** ART Parameters ***
  4034.   SelectPortrait         = SAUplink_L
  4035.   ButtonImage            = SAUplink
  4036.  
  4037.   Draw = W3DModelDraw ModuleTag_01
  4038.     ExtraPublicBone        = FX01
  4039.     ExtraPublicBone        = FX02
  4040.     ExtraPublicBone        = FX03
  4041.     ExtraPublicBone        = FX04
  4042.     ExtraPublicBone        = FX05
  4043.     OkToChangeModelColor = Yes
  4044.     
  4045.     
  4046.     ; day **************************************
  4047.     ConditionState       = NONE
  4048.       Model              = ABSDILink
  4049.       Animation          = ABSDILink.ABSDILink
  4050.       AnimationMode      = LOOP
  4051.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4052.     End
  4053.     ConditionState       = DAMAGED
  4054.       Model              = ABSDILink_D
  4055.       Animation          = ABSDILink_D.ABSDILink_D
  4056.       AnimationMode      = LOOP
  4057.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4058.     End
  4059.     ConditionState       = REALLYDAMAGED RUBBLE
  4060.       Model              = ABSDILink_E
  4061.       Animation          = ABSDILink_E.ABSDILink_E
  4062.       AnimationMode      = LOOP
  4063.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4064.     End
  4065.  
  4066.  
  4067.     ; night *************************************
  4068.     ConditionState       = NIGHT
  4069.       Model              = ABSDILink_N
  4070.       Animation          = ABSDILink_N.ABSDILink_N
  4071.       AnimationMode      = LOOP
  4072.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4073.     End
  4074.     ConditionState       = DAMAGED NIGHT
  4075.       Model              = ABSDILink_DN
  4076.       Animation          = ABSDILink_DN.ABSDILink_DN
  4077.       AnimationMode      = LOOP
  4078.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4079.     End
  4080.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT
  4081.       Model              = ABSDILink_EN
  4082.       Animation          = ABSDILink_EN.ABSDILink_EN
  4083.       AnimationMode      = LOOP
  4084.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4085.     End
  4086.     
  4087.     ; day snow **************************************
  4088.     ConditionState       = SNOW
  4089.       Model              = ABSDILink_S
  4090.       Animation          = ABSDILink_S.ABSDILink_S
  4091.       AnimationMode      = LOOP
  4092.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4093.     End
  4094.     ConditionState       = DAMAGED SNOW
  4095.       Model              = ABSDILink_DS
  4096.       Animation          = ABSDILink_DS.ABSDILink_DS
  4097.       AnimationMode      = LOOP
  4098.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4099.     End
  4100.     ConditionState       = REALLYDAMAGED RUBBLE SNOW
  4101.       Model              = ABSDILink_ES
  4102.       Animation          = ABSDILink_ES.ABSDILink_ES
  4103.       AnimationMode      = LOOP
  4104.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4105.     End
  4106.  
  4107.     ; night snow *************************************
  4108.     ConditionState       = NIGHT SNOW
  4109.       Model              = ABSDILink_NS
  4110.       Animation          = ABSDILink_NS.ABSDILink_NS
  4111.       AnimationMode      = LOOP
  4112.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4113.     End
  4114.     ConditionState       = DAMAGED NIGHT SNOW
  4115.       Model              = ABSDILink_DNS
  4116.       Animation          = ABSDILink_DNS.ABSDILink_DNS
  4117.       AnimationMode      = LOOP
  4118.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4119.     End
  4120.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
  4121.       Model              = ABSDILink_ENS
  4122.       Animation          = ABSDILink_ENS.ABSDILink_ENS
  4123.       AnimationMode      = LOOP
  4124.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  4125.     End
  4126.  
  4127.     ;**************************************************************************************************************************
  4128.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  4129.     ;for this draw module
  4130.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  4131.       Model              = ABSDILink
  4132.       Animation          = ABSDILink.ABSDILink
  4133.       AnimationMode      = LOOP
  4134.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4135.     End
  4136.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  4137.       Model              = ABSDILink_D
  4138.       Animation          = ABSDILink_D.ABSDILink_D
  4139.       AnimationMode      = LOOP
  4140.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4141.     End
  4142.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  4143.       Model              = ABSDILink_E
  4144.       Animation          = ABSDILink_E.ABSDILink_E
  4145.       AnimationMode      = LOOP
  4146.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4147.     End
  4148.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  4149.       Model              = ABSDILink_N
  4150.       Animation          = ABSDILink_N.ABSDILink_N
  4151.       AnimationMode      = LOOP
  4152.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4153.     End
  4154.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  4155.       Model              = ABSDILink_DN
  4156.       Animation          = ABSDILink_DN.ABSDILink_DN
  4157.       AnimationMode      = LOOP
  4158.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4159.     End
  4160.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  4161.       Model              = ABSDILink_EN
  4162.       Animation          = ABSDILink_EN.ABSDILink_EN
  4163.       AnimationMode      = LOOP
  4164.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4165.     End
  4166.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  4167.       Model              = ABSDILink_S
  4168.       Animation          = ABSDILink_S.ABSDILink_S
  4169.       AnimationMode      = LOOP
  4170.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4171.     End
  4172.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  4173.       Model              = ABSDILink_DS
  4174.       Animation          = ABSDILink_DS.ABSDILink_DS
  4175.       AnimationMode      = LOOP
  4176.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4177.     End
  4178.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  4179.       Model              = ABSDILink_ES
  4180.       Animation          = ABSDILink_ES.ABSDILink_ES
  4181.       AnimationMode      = LOOP
  4182.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4183.     End
  4184.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  4185.       Model              = ABSDILink_NS
  4186.       Animation          = ABSDILink_NS.ABSDILink_NS
  4187.       AnimationMode      = LOOP
  4188.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4189.     End
  4190.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  4191.       Model              = ABSDILink_DNS
  4192.       Animation          = ABSDILink_DNS.ABSDILink_DNS
  4193.       AnimationMode      = LOOP
  4194.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4195.     End
  4196.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  4197.       Model              = ABSDILink_ENS
  4198.       Animation          = ABSDILink_ENS.ABSDILink_ENS
  4199.       AnimationMode      = LOOP
  4200.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4201.     End
  4202.  
  4203.     ConditionState       = AWAITING_CONSTRUCTION 
  4204.       Model              = NONE
  4205.     End
  4206.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  4207.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  4208.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  4209.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  4210.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  4211.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  4212.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  4213.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  4214.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  4215.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  4216.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  4217.     AliasConditionState  = SOLD 
  4218.     AliasConditionState  = SOLD DAMAGED
  4219.     AliasConditionState  = SOLD REALLYDAMAGED
  4220.     AliasConditionState  = SOLD NIGHT
  4221.     AliasConditionState  = SOLD NIGHT DAMAGED
  4222.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  4223.     AliasConditionState  = SOLD SNOW
  4224.     AliasConditionState  = SOLD SNOW DAMAGED
  4225.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  4226.     AliasConditionState  = SOLD NIGHT SNOW
  4227.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  4228.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  4229.     ;**************************************************************************************************************************
  4230.  
  4231.  
  4232.  
  4233.   End
  4234.  
  4235.   ;------------ the cannon section (hatch, dish animations) -----------
  4236.   Draw = W3DModelDraw ModuleTag_02
  4237.     ExtraPublicBone        = FXConnector
  4238.     ExtraPublicBone        = FXMain
  4239.     OkToChangeModelColor = Yes
  4240.     ; day **************************************
  4241.     ConditionState       = NONE
  4242.       Model              = ABSDILink_A1
  4243.       Animation          = ABSDILink_A1.ABSDILink_A1
  4244.       AnimationMode      = MANUAL
  4245.       Flags              = START_FRAME_FIRST
  4246.     End
  4247.     AliasConditionState  = NIGHT 
  4248.     AliasConditionState  = NIGHT SNOW
  4249.     AliasConditionState  = SNOW
  4250.     
  4251.     ConditionState       = DAMAGED
  4252.       Model              = ABSDILink_A1D
  4253.       Animation          = ABSDILink_A1D.ABSDILink_A1D
  4254.       AnimationMode      = MANUAL
  4255.       Flags              = START_FRAME_FIRST
  4256.     End
  4257.     AliasConditionState  = NIGHT DAMAGED
  4258.     AliasConditionState  = NIGHT SNOW DAMAGED
  4259.     AliasConditionState  = SNOW DAMAGED
  4260.     
  4261.     ConditionState       = REALLYDAMAGED RUBBLE
  4262.       Model              = ABSDILink_A1E
  4263.       Animation          = ABSDILink_A1E.ABSDILink_A1E
  4264.       AnimationMode      = MANUAL
  4265.       Flags              = START_FRAME_FIRST
  4266.     End
  4267.     AliasConditionState  = NIGHT REALLYDAMAGED RUBBLE
  4268.     AliasConditionState  = NIGHT SNOW REALLYDAMAGED RUBBLE
  4269.     AliasConditionState  = SNOW REALLYDAMAGED RUBBLE
  4270.     
  4271.     ConditionState       = AWAITING_CONSTRUCTION
  4272.       Model              = None
  4273.     End
  4274.     AliasConditionState  = NIGHT AWAITING_CONSTRUCTION
  4275.     AliasConditionState  = NIGHT SNOW AWAITING_CONSTRUCTION
  4276.     AliasConditionState  = SNOW AWAITING_CONSTRUCTION
  4277.     
  4278.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  4279.       Model              = ABSDILink_A1
  4280.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4281.     End
  4282.     AliasConditionState  = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  4283.     AliasConditionState  = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  4284.     AliasConditionState  = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  4285.     
  4286.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  4287.       Model              = ABSDILink_A1D
  4288.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4289.     End
  4290.     AliasConditionState  = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  4291.     AliasConditionState  = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  4292.     AliasConditionState  = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  4293.  
  4294.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
  4295.       Model              = ABSDILink_A1E
  4296.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  4297.     End
  4298.     AliasConditionState  = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
  4299.     AliasConditionState  = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
  4300.     AliasConditionState  = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
  4301.  
  4302.     ;Preparing to fire!
  4303.     ConditionState       = UNPACKING
  4304.       Model              = ABSDILink_A1
  4305.       Animation          = ABSDILink_A1.ABSDILink_A1
  4306.       AnimationMode      = ONCE
  4307.       Flags              = MAINTAIN_FRAME_ACROSS_STATES2
  4308.     End
  4309.     AliasConditionState  = NIGHT UNPACKING
  4310.     AliasConditionState  = NIGHT SNOW UNPACKING
  4311.     AliasConditionState  = SNOW UNPACKING
  4312.     
  4313.     ConditionState       = UNPACKING DAMAGED
  4314.       Model              = ABSDILink_A1D
  4315.       Animation          = ABSDILink_A1D.ABSDILink_A1D
  4316.       AnimationMode      = ONCE
  4317.       Flags              = MAINTAIN_FRAME_ACROSS_STATES2
  4318.     End
  4319.     AliasConditionState  = NIGHT UNPACKING DAMAGED
  4320.     AliasConditionState  = NIGHT SNOW UNPACKING DAMAGED
  4321.     AliasConditionState  = SNOW UNPACKING DAMAGED
  4322.     
  4323.     ConditionState       = UNPACKING REALLYDAMAGED RUBBLE
  4324.       Model              = ABSDILink_A1E
  4325.       Animation          = ABSDILink_A1E.ABSDILink_A1E
  4326.       AnimationMode      = ONCE
  4327.       Flags              = MAINTAIN_FRAME_ACROSS_STATES2
  4328.     End
  4329.     AliasConditionState  = NIGHT UNPACKING REALLYDAMAGED RUBBLE
  4330.     AliasConditionState  = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE
  4331.     AliasConditionState  = SNOW UNPACKING REALLYDAMAGED RUBBLE
  4332.  
  4333.     ;Ready to fire -- or firing!
  4334.     ConditionState       = DEPLOYED
  4335.       Model              = ABSDILink_A1
  4336.       Animation          = ABSDILink_A1.ABSDILink_A1
  4337.       AnimationMode      = MANUAL
  4338.       Flags              = START_FRAME_LAST
  4339.     End
  4340.     AliasConditionState  = NIGHT DEPLOYED
  4341.     AliasConditionState  = NIGHT SNOW DEPLOYED
  4342.     AliasConditionState  = SNOW DEPLOYED
  4343.     
  4344.     ConditionState       = DEPLOYED DAMAGED
  4345.       Model              = ABSDILink_A1D
  4346.       Animation          = ABSDILink_A1D.ABSDILink_A1D
  4347.       AnimationMode      = MANUAL
  4348.       Flags              = START_FRAME_LAST
  4349.     End
  4350.     AliasConditionState  = NIGHT DEPLOYED DAMAGED
  4351.     AliasConditionState  = NIGHT SNOW DEPLOYED DAMAGED
  4352.     AliasConditionState  = SNOW DEPLOYED DAMAGED
  4353.     
  4354.     ConditionState       = DEPLOYED REALLYDAMAGED RUBBLE
  4355.       Model              = ABSDILink_A1E
  4356.       Animation          = ABSDILink_A1E.ABSDILink_A1E
  4357.       AnimationMode      = MANUAL
  4358.       Flags              = START_FRAME_LAST
  4359.     End
  4360.     AliasConditionState  = NIGHT DEPLOYED REALLYDAMAGED RUBBLE
  4361.     AliasConditionState  = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE
  4362.     AliasConditionState  = SNOW DEPLOYED REALLYDAMAGED RUBBLE
  4363.    
  4364.     ;Packing up (recharging for new attack)
  4365.     ConditionState       = PACKING
  4366.       Model              = ABSDILink_A1
  4367.       Animation          = ABSDILink_A1.ABSDILink_A1
  4368.       AnimationMode      = ONCE_BACKWARDS
  4369.       Flags              = MAINTAIN_FRAME_ACROSS_STATES3
  4370.     End
  4371.     AliasConditionState  = NIGHT PACKING
  4372.     AliasConditionState  = NIGHT SNOW PACKING
  4373.     AliasConditionState  = SNOW PACKING
  4374.     
  4375.     ConditionState       = PACKING DAMAGED
  4376.       Model              = ABSDILink_A1D
  4377.       Animation          = ABSDILink_A1D.ABSDILink_A1D
  4378.       AnimationMode      = ONCE_BACKWARDS
  4379.       Flags              = MAINTAIN_FRAME_ACROSS_STATES3
  4380.     End
  4381.     AliasConditionState  = NIGHT PACKING DAMAGED
  4382.     AliasConditionState  = NIGHT SNOW PACKING DAMAGED
  4383.     AliasConditionState  = SNOW PACKING DAMAGED
  4384.     
  4385.     ConditionState       = PACKING REALLYDAMAGED RUBBLE
  4386.       Model              = ABSDILink_A1E
  4387.       Animation          = ABSDILink_A1E.ABSDILink_A1E
  4388.       AnimationMode      = ONCE_BACKWARDS
  4389.       Flags              = MAINTAIN_FRAME_ACROSS_STATES3
  4390.     End
  4391.     AliasConditionState  = NIGHT PACKING REALLYDAMAGED RUBBLE
  4392.     AliasConditionState  = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE
  4393.     AliasConditionState  = SNOW PACKING REALLYDAMAGED RUBBLE
  4394.  
  4395.    
  4396.     ConditionState       = SOLD DEPLOYED
  4397.       Model              = NONE
  4398.     End     
  4399.     ConditionState       = SOLD SNOW DEPLOYED
  4400.        Model             = NONE
  4401.     End   
  4402.     ConditionState       = SOLD NIGHT DEPLOYED
  4403.        Model             = NONE
  4404.     End    
  4405.     ConditionState       = SOLD NIGHT SNOW DEPLOYED
  4406.        Model             = NONE
  4407.     End   
  4408.   End
  4409.  
  4410.  
  4411.   ; ------------ construction-zone fence -----------------
  4412.   Draw = W3DModelDraw ModuleTag_03
  4413.   AnimationsRequirePower = No
  4414.     DefaultConditionState
  4415.       Model           = None
  4416.       TransitionKey   = DOWN_DEFAULT
  4417.     End
  4418.     ConditionState    = NIGHT
  4419.       Model           = None
  4420.       TransitionKey   = DOWN_DEFAULT
  4421.     End
  4422.     ConditionState    = SNOW
  4423.       Model           = None
  4424.       TransitionKey   = DOWN_DEFAULT
  4425.     End
  4426.     ConditionState    = SNOW NIGHT
  4427.       Model           = None
  4428.       TransitionKey   = DOWN_DEFAULT
  4429.     End
  4430.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  4431.       Model           = ABSDILink_A4
  4432.       Animation       = ABSDILink_A4.ABSDILink_A4
  4433.       AnimationMode   = MANUAL
  4434.       Flags           = START_FRAME_LAST
  4435.       TransitionKey   = UP_DAY
  4436.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  4437.       ParticleSysBone = SparksS01 LiveWireSparks02
  4438.     End
  4439.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  4440.       Model           = ABSDILink_A4N
  4441.       Animation       = ABSDILink_A4N.ABSDILink_A4N
  4442.       AnimationMode   = MANUAL
  4443.       Flags           = START_FRAME_LAST
  4444.       TransitionKey   = UP_NIGHT
  4445.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  4446.       ParticleSysBone = SparksS01 LiveWireSparks02
  4447.     End
  4448.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  4449.       Model           = ABSDILink_A4S
  4450.       Animation       = ABSDILink_A4S.ABSDILink_A4S
  4451.       AnimationMode   = MANUAL
  4452.       Flags           = START_FRAME_LAST
  4453.       TransitionKey   = UP_SNOW
  4454.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  4455.       ParticleSysBone = SparksS01 LiveWireSparks02
  4456.     End
  4457.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  4458.       Model           = ABSDILink_A4SN
  4459.       Animation       = ABSDILink_A4SN.ABSDILink_A4SN
  4460.       AnimationMode   = MANUAL
  4461.       Flags           = START_FRAME_LAST
  4462.       TransitionKey   = UP_SNOWNIGHT
  4463.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  4464.       ParticleSysBone = SparksS01 LiveWireSparks02
  4465.     End
  4466.     TransitionState   = DOWN_DEFAULT UP_DAY
  4467.       Model           = ABSDILink_A4
  4468.       Animation       = ABSDILink_A4.ABSDILink_A4
  4469.       AnimationMode   = ONCE
  4470.       AnimationSpeedFactorRange = 1.0 1.0
  4471.       Flags           = START_FRAME_FIRST
  4472.     End
  4473.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  4474.       Model           = ABSDILink_A4N
  4475.       Animation       = ABSDILink_A4N.ABSDILink_A4N
  4476.       AnimationMode   = ONCE
  4477.       AnimationSpeedFactorRange = 1.0 1.0
  4478.       Flags           = START_FRAME_FIRST
  4479.     End
  4480.     TransitionState   = DOWN_DEFAULT UP_SNOW
  4481.       Model           = ABSDILink_A4S
  4482.       Animation       = ABSDILink_A4S.ABSDILink_A4S
  4483.       AnimationMode   = ONCE
  4484.       AnimationSpeedFactorRange = 1.0 1.0
  4485.       Flags           = START_FRAME_FIRST
  4486.     End
  4487.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  4488.       Model           = ABSDILink_A4SN
  4489.       Animation       = ABSDILink_A4SN.ABSDILink_A4SN
  4490.       AnimationMode   = ONCE
  4491.       AnimationSpeedFactorRange = 1.0 1.0
  4492.       Flags           = START_FRAME_FIRST
  4493.     End
  4494.     TransitionState   = UP_DAY DOWN_DEFAULT
  4495.       Model           = ABSDILink_A4
  4496.       Animation       = ABSDILink_A4.ABSDILink_A4
  4497.       AnimationMode   = ONCE_BACKWARDS
  4498.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4499.       Flags           = START_FRAME_LAST
  4500.     End
  4501.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  4502.       Model           = ABSDILink_A4N
  4503.       Animation       = ABSDILink_A4N.ABSDILink_A4N
  4504.       AnimationMode   = ONCE_BACKWARDS
  4505.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4506.       Flags           = START_FRAME_LAST
  4507.     End
  4508.     TransitionState   = UP_SNOW DOWN_DEFAULT
  4509.       Model           = ABSDILink_A4S
  4510.       Animation       = ABSDILink_A4S.ABSDILink_A4S
  4511.       AnimationMode   = ONCE_BACKWARDS
  4512.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4513.       Flags           = START_FRAME_LAST
  4514.     End
  4515.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  4516.       Model           = ABSDILink_A4SN
  4517.       Animation       = ABSDILink_A4SN.ABSDILink_A4SN
  4518.       AnimationMode   = ONCE_BACKWARDS
  4519.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4520.       Flags           = START_FRAME_LAST
  4521.     End
  4522.   End
  4523.  
  4524.   ; ------------ under-construction scaffolding -----------------
  4525.   Draw = W3DModelDraw ModuleTag_04
  4526.   AnimationsRequirePower = No
  4527.     MinLODRequired = MEDIUM
  4528.     DefaultConditionState
  4529.       Model           = None
  4530.       TransitionKey   = DOWN_DEFAULT
  4531.     End
  4532.     ConditionState    = NIGHT
  4533.       Model           = None
  4534.       TransitionKey   = DOWN_DEFAULT
  4535.     End
  4536.     ConditionState    = SNOW
  4537.       Model           = None
  4538.       TransitionKey   = DOWN_DEFAULT
  4539.     End
  4540.     ConditionState    = SNOW NIGHT
  4541.       Model           = None
  4542.       TransitionKey   = DOWN_DEFAULT
  4543.     End
  4544.     ConditionState    = PARTIALLY_CONSTRUCTED
  4545.       Model           = ABSDILink_A6
  4546.       Animation       = ABSDILink_A6.ABSDILink_A6
  4547.       AnimationMode   = MANUAL
  4548.       Flags           = START_FRAME_LAST
  4549.       TransitionKey   = UP_DAY
  4550.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  4551.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  4552.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  4553.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  4554.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  4555.     End
  4556.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  4557.       Model           = ABSDILink_A6N
  4558.       Animation       = ABSDILink_A6N.ABSDILink_A6N
  4559.       AnimationMode   = MANUAL
  4560.       Flags           = START_FRAME_LAST
  4561.       TransitionKey   = UP_NIGHT
  4562.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  4563.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  4564.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  4565.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  4566.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  4567.     End
  4568.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  4569.       Model           = ABSDILink_A6S
  4570.       Animation       = ABSDILink_A6S.ABSDILink_A6S
  4571.       AnimationMode   = MANUAL
  4572.       Flags           = START_FRAME_LAST
  4573.       TransitionKey   = UP_SNOW
  4574.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  4575.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  4576.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  4577.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  4578.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  4579.     End
  4580.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  4581.       Model           = ABSDILink_A6SN
  4582.       Animation       = ABSDILink_A6SN.ABSDILink_A6SN
  4583.       AnimationMode   = MANUAL
  4584.       Flags           = START_FRAME_LAST
  4585.       TransitionKey   = UP_SNOWNIGHT
  4586.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  4587.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  4588.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  4589.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  4590.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  4591.     End
  4592.     TransitionState   = DOWN_DEFAULT UP_DAY
  4593.      Model            = ABSDILink_A6
  4594.       Animation       = ABSDILink_A6.ABSDILink_A6
  4595.       AnimationMode   = ONCE
  4596.       AnimationSpeedFactorRange = 1.0 1.0
  4597.       Flags           = START_FRAME_FIRST
  4598.     End
  4599.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  4600.      Model            = ABSDILink_A6N
  4601.       Animation       = ABSDILink_A6N.ABSDILink_A6N
  4602.       AnimationMode   = ONCE
  4603.       AnimationSpeedFactorRange = 1.0 1.0
  4604.       Flags           = START_FRAME_FIRST
  4605.     End
  4606.     TransitionState   = DOWN_DEFAULT UP_SNOW
  4607.      Model            = ABSDILink_A6S
  4608.       Animation       = ABSDILink_A6S.ABSDILink_A6S
  4609.       AnimationMode   = ONCE
  4610.       AnimationSpeedFactorRange = 1.0 1.0
  4611.       Flags           = START_FRAME_FIRST
  4612.     End
  4613.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  4614.      Model            = ABSDILink_A6SN
  4615.       Animation       = ABSDILink_A6SN.ABSDILink_A6SN
  4616.       AnimationMode   = ONCE
  4617.       AnimationSpeedFactorRange = 1.0 1.0
  4618.       Flags           = START_FRAME_FIRST
  4619.     End
  4620.     TransitionState   = UP_DAY DOWN_DEFAULT
  4621.       Model           = ABSDILink_A6
  4622.       Animation       = ABSDILink_A6.ABSDILink_A6
  4623.       AnimationMode   = ONCE_BACKWARDS
  4624.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4625.       Flags           = START_FRAME_LAST
  4626.     End
  4627.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  4628.       Model           = ABSDILink_A6N
  4629.       Animation       = ABSDILink_A6N.ABSDILink_A6N
  4630.       AnimationMode   = ONCE_BACKWARDS
  4631.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4632.       Flags           = START_FRAME_LAST
  4633.     End
  4634.     TransitionState   = UP_SNOW DOWN_DEFAULT
  4635.       Model           = ABSDILink_A6S
  4636.       Animation       = ABSDILink_A6S.ABSDILink_A6S
  4637.       AnimationMode   = ONCE_BACKWARDS
  4638.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4639.       Flags           = START_FRAME_LAST
  4640.     End
  4641.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  4642.       Model           = ABSDILink_A6SN
  4643.       Animation       = ABSDILink_A6SN.ABSDILink_A6SN
  4644.       AnimationMode   = ONCE_BACKWARDS
  4645.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4646.       Flags           = START_FRAME_LAST
  4647.     End
  4648.   End
  4649.  
  4650.   ; ------------ being-constructed crane -----------------
  4651.   Draw = W3DModelDraw ModuleTag_05
  4652.   AnimationsRequirePower = No
  4653.     DefaultConditionState
  4654.       Model           = None
  4655.       TransitionKey   = DOWN_DEFAULT
  4656.     End
  4657.     ConditionState    = NIGHT
  4658.       Model           = None
  4659.       TransitionKey   = DOWN_DEFAULT
  4660.     End
  4661.     ConditionState    = SNOW
  4662.       Model           = None
  4663.       TransitionKey   = DOWN_DEFAULT
  4664.     End
  4665.     ConditionState    = SNOW NIGHT
  4666.       Model           = None
  4667.       TransitionKey   = DOWN_DEFAULT
  4668.     End
  4669.     ConditionState    = SOLD
  4670.       Model           = NONE
  4671.     End
  4672.  
  4673.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  4674.       Model           = ABSDILink_A5
  4675.       Animation       = ABSDILink_A5.ABSDILink_A5
  4676.       AnimationMode   = LOOP
  4677.       TransitionKey  = UP_DAY
  4678.     End
  4679.  
  4680.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  4681.       Model           = ABSDILink_A5N
  4682.       Animation       = ABSDILink_A5N.ABSDILink_A5N
  4683.       AnimationMode   = LOOP
  4684.       TransitionKey  = UP_NIGHT
  4685.     End
  4686.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  4687.       Model           = ABSDILink_A5S
  4688.       Animation       = ABSDILink_A5S.ABSDILink_A5S
  4689.       AnimationMode   = LOOP
  4690.       TransitionKey  = UP_SNOW
  4691.     End
  4692.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  4693.       Model           = ABSDILink_A5SN
  4694.       Animation       = ABSDILink_A5SN.ABSDILink_A5SN
  4695.       AnimationMode   = LOOP
  4696.       TransitionKey  = UP_SNOWNIGHT
  4697.     End
  4698.     TransitionState   = DOWN_DEFAULT UP_DAY
  4699.       Model            = ABSDILink_AB
  4700.       Animation       = ABSDILink_AB.ABSDILink_AB
  4701.       AnimationMode   = ONCE
  4702.       AnimationSpeedFactorRange = 1.0 1.0
  4703.       Flags           = START_FRAME_FIRST
  4704.     End
  4705.  
  4706.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  4707.       Model            = ABSDILink_ABN
  4708.       Animation       = ABSDILink_ABN.ABSDILink_ABN
  4709.       AnimationMode   = ONCE
  4710.       AnimationSpeedFactorRange = 1.0 1.0
  4711.       Flags           = START_FRAME_FIRST
  4712.     End
  4713.     TransitionState   = DOWN_DEFAULT UP_SNOW
  4714.       Model            = ABSDILink_ABS
  4715.       Animation       = ABSDILink_ABS.ABSDILink_ABS
  4716.       AnimationMode   = ONCE
  4717.       AnimationSpeedFactorRange = 1.0 1.0
  4718.       Flags           = START_FRAME_FIRST
  4719.     End
  4720.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  4721.       Model            = ABSDILink_ABSN
  4722.       Animation       = ABSDILink_ABSN.ABSDILink_ABSN
  4723.       AnimationMode   = ONCE
  4724.       AnimationSpeedFactorRange = 1.0 1.0
  4725.       Flags           = START_FRAME_FIRST
  4726.     End
  4727.     TransitionState   = UP_DAY DOWN_DEFAULT
  4728.       Model            = ABSDILink_AB
  4729.       Animation       = ABSDILink_AB.ABSDILink_AB
  4730.       AnimationMode   = ONCE_BACKWARDS
  4731.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4732.       Flags           = START_FRAME_LAST
  4733.     End
  4734.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  4735.       Model            = ABSDILink_ABN
  4736.       Animation       = ABSDILink_ABN.ABSDILink_ABN
  4737.       AnimationMode   = ONCE_BACKWARDS
  4738.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4739.       Flags           = START_FRAME_LAST
  4740.     End
  4741.     TransitionState   = UP_SNOW DOWN_DEFAULT
  4742.       Model            = ABSDILink_ABS
  4743.       Animation       = ABSDILink_ABS.ABSDILink_ABS
  4744.       AnimationMode   = ONCE_BACKWARDS
  4745.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4746.       Flags           = START_FRAME_LAST
  4747.     End
  4748.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  4749.       Model            = ABSDILink_ABSN
  4750.       Animation       = ABSDILink_ABSN.ABSDILink_ABSN
  4751.       AnimationMode   = ONCE_BACKWARDS
  4752.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  4753.       Flags           = START_FRAME_LAST
  4754.     End
  4755.   End
  4756.  
  4757.   PlacementViewAngle = -45
  4758.  
  4759.   ; ***DESIGN parameters ***
  4760.   DisplayName      = OBJECT:ParticleCannon 
  4761.   Side = America
  4762.   EditorSorting    = STRUCTURE
  4763.   Prerequisites
  4764.     Object = AmericaStrategyCenter
  4765.   End
  4766.   BuildCost        = 5000
  4767.   BuildTime        = 60.0           ; in seconds
  4768.   EnergyProduction = -10
  4769.   VisionRange     = 200.0           ; Shroud clearing distance
  4770.   ShroudClearingRange = 200
  4771.   ArmorSet
  4772.     Conditions      = None
  4773.     Armor           = StructureArmorTough
  4774.     DamageFX        = StructureDamageFXNoShake
  4775.   End
  4776.   CommandSet        = AmericaParticleUplinkCannonCommandSet
  4777.   ExperienceValue     = 400 400 400 400  ; Experience point value at each level
  4778.  
  4779.   ; *** AUDIO Parameters ***
  4780.   VoiceSelect = ParticleCannonSelect
  4781.   SoundDie              = BuildingDie
  4782.   SoundOnDamaged        = BuildingDamagedStateLight
  4783.   SoundOnReallyDamaged  = BuildingDestroy
  4784.  
  4785.   UnitSpecificSounds
  4786.     UnderConstruction     = UnderConstructionLoop
  4787.   End
  4788.  
  4789.   ; *** ENGINEERING Parameters ***
  4790.   RadarPriority   = STRUCTURE
  4791.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY
  4792.   Body            = StructureBody ModuleTag_06
  4793.     MaxHealth       = 4000.0
  4794.     InitialHealth   = 4000.0
  4795.   End
  4796.   Behavior = BaseRegenerateUpdate ModuleTag_07
  4797.     ;No data
  4798.   End
  4799.  
  4800.   Behavior = SpecialPowerCreate ModuleTag_16
  4801.     ;nothing
  4802.   End
  4803.   Behavior = SpecialAbility ModuleTag_11
  4804.     SpecialPowerTemplate = SuperweaponParticleUplinkCannon
  4805.     UpdateModuleStartsAttack = Yes
  4806.   End
  4807.   Behavior = ParticleUplinkCannonUpdate ModuleTag_12
  4808.     SpecialPowerTemplate            = SuperweaponParticleUplinkCannon
  4809.  
  4810.     ;The values trigger the various pre-stages before being ready to actually fire.
  4811.     ;The total combined value of these determines the first sign of activity in the 
  4812.     ;cannon.
  4813.     BeginChargeTime                 = 5000 ;The outer nodes begin to charge.
  4814.     RaiseAntennaTime                = 4667 ;The hatch opens and raises antenna (matches animation speed)
  4815.     ReadyDelayTime                  = 2000 ;The time after antenna is raised prior to being ready to fire.
  4816.  
  4817.     ;***NOTE -- these values effect gameplay*****
  4818.     TotalFiringTime                 = 10000     ;The total ground contact time of the beam
  4819.  
  4820.     DamagePerSecond                 = 400       ;Amount of damage inflicted per second
  4821.     TotalDamagePulses               = 40        ;The total number of damage pulses -- less means more damage per pulse, but less accurate
  4822.     WidthGrowTime                   = 2000      ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking)
  4823.     BeamTravelTime                  = 2500      ;How long it takes for the beam to hit the ground after leaving the firing dish.
  4824.     DamageType                      = PARTICLE_BEAM ;Type of damage inflicted.
  4825.     DamageRadiusScalar              = 3.4       ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too!
  4826.     RevealRange                     = 50.0      ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death.
  4827.     ;********************************************
  4828.  
  4829.     ;Bone names for required elements
  4830.     OuterEffectBoneName             = FX          ;The base name for the outer node bones.
  4831.     OuterEffectNumBones             = 5           ;The number of outer nodes.
  4832.     ConnectorBoneName               = FXConnector ;The name of the bone where the connector lasers meet.
  4833.     FireBoneName                    = FXMain      ;The name of the bone where the main beam is fired from.
  4834.  
  4835.     ;These are particle systems tied to the outer nodes in varying intensities.
  4836.     OuterNodesLightFlareParticleSystem    = ParticleUplinkCannon_OuterNodeLightFlare
  4837.     OuterNodesMediumFlareParticleSystem   = ParticleUplinkCannon_OuterNodeMediumFlare
  4838.     OuterNodesIntenseFlareParticleSystem  = ParticleUplinkCannon_OuterNodeIntenseFlare
  4839.  
  4840.     ;The connectors system connects each of the outer nodes to the central node that receives
  4841.     ;the lasers from outside.
  4842.     ConnectorMediumLaserName        = ParticleUplinkCannon_MediumConnectorLaser
  4843.     ConnectorIntenseLaserName       = ParticleUplinkCannon_IntenseConnectorLaser
  4844.  
  4845.     ;Currently commented out -- These
  4846.     ;ConnectorMediumFlare            = ParticleUplinkCannon_InnerConnectorMediumFlare
  4847.     ;ConnectorIntenseFlare           = ParticleUplinkCannon_InnerConnectorIntenseFlare
  4848.  
  4849.     ;This is the name of the bone on the building where the beam is fired from
  4850.     LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire
  4851.     ParticleBeamLaserName           = ParticleUplinkCannon_OrbitalLaser
  4852.     GroundHitFX                     = FX_ParticleUplinkCannon_BeamHitsGround     ;TotalScorchMarks determines how many times this gets called.
  4853.  
  4854.     ;The flare fxlist that is played over and over during the beam firing process. Be
  4855.     ;mindful of the delay because that effects both art and sound.
  4856.     BeamLaunchFX                   = FX_ParticleUplinkCannon_BeamLaunchIteration
  4857.     DelayBetweenLaunchFX           = 1000
  4858.  
  4859.     ;Each scorch mark creates an object in the world, so while making more looks better
  4860.     ;it becomes a performance issue. The scalar will calculate the size of the scorch
  4861.     ;mark to make based on the current size of the beam (which changes dynamically). The
  4862.     ;number also matches the number of times the "GroundHitFX" is called.
  4863.     TotalScorchMarks               = 20
  4864.     ScorchMarkScalar               = 2.4
  4865.  
  4866.     ;***NOTE -- these values effect gameplay***
  4867.     ;The swath of death is the path the laser tracers centered on the targeted position.
  4868.     ;If the amplitude is zero, the line will go straight, with a higher value, it'll do
  4869.     ;a sine wave iteration, but always goes through the target point.
  4870.     SwathOfDeathDistance           = 200.0
  4871.     SwathOfDeathAmplitude          = 50.0
  4872.  
  4873.  
  4874.     ManualDrivingSpeed             = 20
  4875.     ManualFastDrivingSpeed         = 40
  4876.     DoubleClickToFastDriveDelay    = 500
  4877.  
  4878.     ;***SOUNDS!****
  4879.     PoweringUpSoundLoop            = ParticleUplinkCannon_PowerupSoundLoop
  4880.     UnpackToIdleSoundLoop          = ParticleUplinkCannon_UnpackToIdleSoundLoop
  4881.     FiringToPackSoundLoop          = ParticleUplinkCannon_FiringToPackSoundLoop
  4882.     GroundAnnihilationSoundLoop    = ParticleUplinkCannon_GroundAnnihilationSoundLoop
  4883.  
  4884.     ;The trail left behind creates an object that inflicts extra damage for a short period of time.
  4885.     DamagePulseRemnantObjectName   = ParticleUplinkCannonTrailRemnant
  4886.   End
  4887.   
  4888.   Behavior = FlammableUpdate ModuleTag_14
  4889.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  4890.     AflameDamageAmount = 5       ; taking this much damage...
  4891.     AflameDamageDelay = 500       ; this often.
  4892.   End
  4893.  
  4894.   Behavior = ProductionUpdate ModuleTag_15
  4895.     ; LAME! -- this is needed in order to get a public timer to work!
  4896.   End
  4897.  
  4898.   Behavior = TransitionDamageFX ModuleTag_17
  4899.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  4900.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  4901.     ;---------------------------------------------------------------------------------------
  4902.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  4903.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  4904.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  4905.   End
  4906.  
  4907.   Behavior = SlowDeathBehavior ModuleTag_18
  4908.     ; don't run this death if we are under construction...
  4909.     ExemptStatus   = UNDER_CONSTRUCTION
  4910.     DestructionDelay = 2000
  4911.     FX             = INITIAL FX_ParticleUplinkDeathInitial
  4912.     OCL            = INITIAL OCL_SDILinkLasers
  4913.     FX             = FINAL   FX_StructureMediumDeath
  4914.     OCL            = FINAL   OCL_ParticleUplinkDeathFinal
  4915.   End
  4916.  
  4917.   Behavior = InstantDeathBehavior ModuleTag_19
  4918.     ; if we are under construction, use this death instead
  4919.     RequiredStatus = UNDER_CONSTRUCTION
  4920.     OCL            = OCL_ABPowerPlantExplode
  4921.     FX             = FX_StructureMediumDeath
  4922.   End
  4923.  
  4924.   Geometry            = BOX
  4925.   GeometryMajorRadius = 64.0
  4926.   GeometryMinorRadius = 38.0
  4927.   GeometryHeight      = 38.0
  4928.   GeometryIsSmall     = No
  4929.   Shadow          = SHADOW_VOLUME
  4930.   BuildCompletion = PLACED_BY_PLAYER
  4931.  
  4932. End
  4933.  
  4934. ;------------------------------------------------------------------------------
  4935. Object SDILasers
  4936.   Draw                     = W3DModelDraw ModuleTag_01
  4937.     OkToChangeModelColor   = Yes
  4938.     ConditionState         = NONE
  4939.       Model                = ABSDILink_L
  4940.       Animation            = ABSDILink_L.ABSDILink_L
  4941.       AnimationMode        = ONCE
  4942.     End
  4943.   End
  4944.   Behavior = LifetimeUpdate ModuleTag_02
  4945.     MinLifetime = 3000   ; min lifetime in msec
  4946.     MaxLifetime = 3000   ; max lifetime in msec
  4947.   End
  4948.   Body = HighlanderBody ModuleTag_03
  4949.     MaxHealth       = 1.0
  4950.     InitialHealth   = 1.0
  4951.   End
  4952.   Behavior            = DestroyDie ModuleTag_04
  4953.     ;<NO DATA>
  4954.   End
  4955. End
  4956.  
  4957. ;------------------------------------------------------------------------------
  4958. Object AmericaDetentionCamp
  4959.  
  4960.   ; *** ART Parameters ***
  4961.   SelectPortrait         = SAPrison_L
  4962.   ButtonImage            = SAPrison
  4963.   
  4964.   Draw                   = W3DModelDraw ModuleTag_01
  4965.   
  4966.     ExtraPublicBone      = PRISONYARD 
  4967.     OkToChangeModelColor = Yes
  4968.     
  4969.     ; day ****************************************
  4970.     ConditionState  = NONE
  4971.       Model         = ABPrison
  4972.       Animation     = ABPrison.ABPrison
  4973.       AnimationMode = LOOP
  4974.     End
  4975.     ConditionState    = DAMAGED
  4976.       Model           = ABPrison_D
  4977.       Animation       = ABPrison_D.ABPrison_D
  4978.       AnimationMode   = LOOP
  4979.       ParticleSysBone = Smoke01 SmolderingSmoke
  4980.       ParticleSysBone = Smoke02 SmolderingSmoke
  4981.       ParticleSysBone = Smoke03 SmolderingSmoke
  4982.       ParticleSysBone = Smoke04 SmolderingSmoke
  4983.       ParticleSysBone = Smoke05 SmolderingSmoke
  4984.       ParticleSysBone = Smoke06 SmolderingSmoke
  4985.       ParticleSysBone = Smoke01 SmolderingFire
  4986.       ParticleSysBone = Smoke02 SmolderingFire
  4987.       ParticleSysBone = Smoke03 SmolderingFire
  4988.       ParticleSysBone = Smoke04 SmolderingFire
  4989.       ParticleSysBone = Smoke05 SmolderingFire
  4990.       ParticleSysBone = Smoke06 SmolderingFire
  4991.     End
  4992.     ConditionState    = REALLYDAMAGED RUBBLE
  4993.       Model           = ABPrison_E
  4994.       Animation       = ABPrison_E.ABPrison_E
  4995.       AnimationMode   = LOOP
  4996.       ParticleSysBone = Smoke01 SmolderingSmoke
  4997.       ParticleSysBone = Smoke02 SmolderingSmoke
  4998.       ParticleSysBone = Smoke03 SmolderingSmoke
  4999.       ParticleSysBone = Smoke04 SmolderingSmoke
  5000.       ParticleSysBone = Smoke05 SmolderingSmoke
  5001.       ParticleSysBone = Smoke06 SmolderingSmoke
  5002.       ParticleSysBone = Smoke07 SmolderingSmoke
  5003.       ParticleSysBone = Smoke08 SmolderingSmoke
  5004.       ParticleSysBone = Smoke01 SmolderingFire
  5005.       ParticleSysBone = Smoke02 SmolderingFire
  5006.       ParticleSysBone = Smoke03 SmolderingFire
  5007.       ParticleSysBone = Smoke04 SmolderingFire
  5008.       ParticleSysBone = Smoke05 SmolderingFire
  5009.       ParticleSysBone = Smoke06 SmolderingFire
  5010.       ParticleSysBone = Smoke07 SmolderingFire
  5011.       ParticleSysBone = Smoke08 SmolderingFire
  5012.     End
  5013.  
  5014.     ; night ***************************************
  5015.     ConditionState    = NIGHT
  5016.       Model           = ABPrison_N
  5017.       Animation       = ABPrison_N.ABPrison_N
  5018.       AnimationMode   = LOOP
  5019.     End
  5020.     ConditionState    = DAMAGED NIGHT
  5021.       Model           = ABPrison_DN
  5022.       Animation       = ABPrison_DN.ABPrison_DN
  5023.       AnimationMode   = LOOP
  5024.       ParticleSysBone = Smoke01 SmolderingSmoke
  5025.       ParticleSysBone = Smoke02 SmolderingSmoke
  5026.       ParticleSysBone = Smoke03 SmolderingSmoke
  5027.       ParticleSysBone = Smoke04 SmolderingSmoke
  5028.       ParticleSysBone = Smoke05 SmolderingSmoke
  5029.       ParticleSysBone = Smoke06 SmolderingSmoke
  5030.       ParticleSysBone = Smoke01 SmolderingFire
  5031.       ParticleSysBone = Smoke02 SmolderingFire
  5032.       ParticleSysBone = Smoke03 SmolderingFire
  5033.       ParticleSysBone = Smoke04 SmolderingFire
  5034.       ParticleSysBone = Smoke05 SmolderingFire
  5035.       ParticleSysBone = Smoke06 SmolderingFire
  5036.     End
  5037.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT
  5038.       Model           = ABPrison_EN
  5039.       Animation       = ABPrison_EN.ABPrison_EN
  5040.       AnimationMode   = LOOP
  5041.       ParticleSysBone = Smoke01 SmolderingSmoke
  5042.       ParticleSysBone = Smoke02 SmolderingSmoke
  5043.       ParticleSysBone = Smoke03 SmolderingSmoke
  5044.       ParticleSysBone = Smoke04 SmolderingSmoke
  5045.       ParticleSysBone = Smoke05 SmolderingSmoke
  5046.       ParticleSysBone = Smoke06 SmolderingSmoke
  5047.       ParticleSysBone = Smoke07 SmolderingSmoke
  5048.       ParticleSysBone = Smoke08 SmolderingSmoke
  5049.       ParticleSysBone = Smoke01 SmolderingFire
  5050.       ParticleSysBone = Smoke02 SmolderingFire
  5051.       ParticleSysBone = Smoke03 SmolderingFire
  5052.       ParticleSysBone = Smoke04 SmolderingFire
  5053.       ParticleSysBone = Smoke05 SmolderingFire
  5054.       ParticleSysBone = Smoke06 SmolderingFire
  5055.       ParticleSysBone = Smoke07 SmolderingFire
  5056.       ParticleSysBone = Smoke08 SmolderingFire
  5057.     End
  5058.    
  5059.     
  5060.         ; day snow ****************************************
  5061.     ConditionState  = SNOW
  5062.       Model         = ABPrison_S
  5063.       Animation     = ABPrison_S.ABPrison_S
  5064.       AnimationMode = LOOP
  5065.     End
  5066.     ConditionState    = DAMAGED SNOW
  5067.       Model           = ABPrison_DS
  5068.       Animation       = ABPrison_DS.ABPrison_DS
  5069.       AnimationMode   = LOOP
  5070.       ParticleSysBone = Smoke01 SmolderingSmoke
  5071.       ParticleSysBone = Smoke02 SmolderingSmoke
  5072.       ParticleSysBone = Smoke03 SmolderingSmoke
  5073.       ParticleSysBone = Smoke04 SmolderingSmoke
  5074.       ParticleSysBone = Smoke05 SmolderingSmoke
  5075.       ParticleSysBone = Smoke06 SmolderingSmoke
  5076.       ParticleSysBone = Smoke01 SmolderingFire
  5077.       ParticleSysBone = Smoke02 SmolderingFire
  5078.       ParticleSysBone = Smoke03 SmolderingFire
  5079.       ParticleSysBone = Smoke04 SmolderingFire
  5080.       ParticleSysBone = Smoke05 SmolderingFire
  5081.       ParticleSysBone = Smoke06 SmolderingFire
  5082.     End
  5083.     ConditionState    = REALLYDAMAGED RUBBLE SNOW
  5084.       Model           = ABPrison_ES
  5085.       Animation       = ABPrison_ES.ABPrison_ES
  5086.       AnimationMode   = LOOP
  5087.       ParticleSysBone = Smoke01 SmolderingSmoke
  5088.       ParticleSysBone = Smoke02 SmolderingSmoke
  5089.       ParticleSysBone = Smoke03 SmolderingSmoke
  5090.       ParticleSysBone = Smoke04 SmolderingSmoke
  5091.       ParticleSysBone = Smoke05 SmolderingSmoke
  5092.       ParticleSysBone = Smoke06 SmolderingSmoke
  5093.       ParticleSysBone = Smoke07 SmolderingSmoke
  5094.       ParticleSysBone = Smoke08 SmolderingSmoke
  5095.       ParticleSysBone = Smoke01 SmolderingFire
  5096.       ParticleSysBone = Smoke02 SmolderingFire
  5097.       ParticleSysBone = Smoke03 SmolderingFire
  5098.       ParticleSysBone = Smoke04 SmolderingFire
  5099.       ParticleSysBone = Smoke05 SmolderingFire
  5100.       ParticleSysBone = Smoke06 SmolderingFire
  5101.       ParticleSysBone = Smoke07 SmolderingFire
  5102.       ParticleSysBone = Smoke08 SmolderingFire
  5103.     End
  5104.  
  5105.     ; night snow ***************************************
  5106.     ConditionState    = NIGHT SNOW
  5107.       Model           = ABPrison_NS
  5108.       Animation       = ABPrison_NS.ABPrison_NS
  5109.       AnimationMode   = LOOP
  5110.     End
  5111.     ConditionState    = DAMAGED NIGHT SNOW
  5112.       Model           = ABPrison_DNS
  5113.       Animation       = ABPrison_DNS.ABPrison_DNS
  5114.       AnimationMode   = LOOP
  5115.       ParticleSysBone = Smoke01 SmolderingSmoke
  5116.       ParticleSysBone = Smoke02 SmolderingSmoke
  5117.       ParticleSysBone = Smoke03 SmolderingSmoke
  5118.       ParticleSysBone = Smoke04 SmolderingSmoke
  5119.       ParticleSysBone = Smoke05 SmolderingSmoke
  5120.       ParticleSysBone = Smoke06 SmolderingSmoke
  5121.       ParticleSysBone = Smoke01 SmolderingFire
  5122.       ParticleSysBone = Smoke02 SmolderingFire
  5123.       ParticleSysBone = Smoke03 SmolderingFire
  5124.       ParticleSysBone = Smoke04 SmolderingFire
  5125.       ParticleSysBone = Smoke05 SmolderingFire
  5126.       ParticleSysBone = Smoke06 SmolderingFire
  5127.     End
  5128.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
  5129.       Model           = ABPrison_ENS
  5130.       Animation       = ABPrison_ENS.ABPrison_ENS
  5131.       AnimationMode   = LOOP
  5132.       ParticleSysBone = Smoke01 SmolderingSmoke
  5133.       ParticleSysBone = Smoke02 SmolderingSmoke
  5134.       ParticleSysBone = Smoke03 SmolderingSmoke
  5135.       ParticleSysBone = Smoke04 SmolderingSmoke
  5136.       ParticleSysBone = Smoke05 SmolderingSmoke
  5137.       ParticleSysBone = Smoke06 SmolderingSmoke
  5138.       ParticleSysBone = Smoke07 SmolderingSmoke
  5139.       ParticleSysBone = Smoke08 SmolderingSmoke
  5140.       ParticleSysBone = Smoke01 SmolderingFire
  5141.       ParticleSysBone = Smoke02 SmolderingFire
  5142.       ParticleSysBone = Smoke03 SmolderingFire
  5143.       ParticleSysBone = Smoke04 SmolderingFire
  5144.       ParticleSysBone = Smoke05 SmolderingFire
  5145.       ParticleSysBone = Smoke06 SmolderingFire
  5146.       ParticleSysBone = Smoke07 SmolderingFire
  5147.       ParticleSysBone = Smoke08 SmolderingFire
  5148.     End
  5149.     
  5150.     ;**************************************************************************************************************************
  5151.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  5152.     ;for this draw module
  5153.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  5154.       Model              = ABPrison
  5155.       Animation          = ABPrison.ABPrison
  5156.       AnimationMode      = LOOP
  5157.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5158.     End
  5159.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  5160.       Model              = ABPrison_D
  5161.       Animation          = ABPrison_D.ABPrison_D
  5162.       AnimationMode      = LOOP
  5163.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5164.     End
  5165.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  5166.       Model              = ABPrison_E
  5167.       Animation          = ABPrison_E.ABPrison_E
  5168.       AnimationMode      = LOOP
  5169.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5170.     End
  5171.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  5172.       Model              = ABPrison_N
  5173.       Animation          = ABPrison_N.ABPrison_N
  5174.       AnimationMode      = LOOP
  5175.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5176.     End
  5177.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  5178.       Model              = ABPrison_DN
  5179.       Animation          = ABPrison_DN.ABPrison_DN
  5180.       AnimationMode      = LOOP
  5181.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5182.     End
  5183.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  5184.       Model              = ABPrison_EN
  5185.       Animation          = ABPrison_EN.ABPrison_EN
  5186.       AnimationMode      = LOOP
  5187.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5188.     End
  5189.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  5190.       Model              = ABPrison_S
  5191.       Animation          = ABPrison_S.ABPrison_S
  5192.       AnimationMode      = LOOP
  5193.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5194.     End
  5195.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  5196.       Model              = ABPrison_DS
  5197.       Animation          = ABPrison_DS.ABPrison_DS
  5198.       AnimationMode      = LOOP
  5199.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5200.     End
  5201.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  5202.       Model              = ABPrison_ES
  5203.       Animation          = ABPrison_ES.ABPrison_ES
  5204.       AnimationMode      = LOOP
  5205.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5206.     End
  5207.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  5208.       Model              = ABPrison_NS
  5209.       Animation          = ABPrison_NS.ABPrison_NS
  5210.       AnimationMode      = LOOP
  5211.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5212.     End
  5213.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  5214.       Model              = ABPrison_DNS
  5215.       Animation          = ABPrison_DNS.ABPrison_DNS
  5216.       AnimationMode      = LOOP
  5217.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5218.     End
  5219.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  5220.       Model              = ABPrison_ENS
  5221.       Animation          = ABPrison_ENS.ABPrison_ENS
  5222.       AnimationMode      = LOOP
  5223.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5224.     End
  5225.  
  5226.     ConditionState       = AWAITING_CONSTRUCTION 
  5227.       Model              = NONE
  5228.     End
  5229.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  5230.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  5231.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  5232.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  5233.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  5234.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  5235.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  5236.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  5237.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  5238.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  5239.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  5240.     AliasConditionState  = SOLD 
  5241.     AliasConditionState  = SOLD DAMAGED
  5242.     AliasConditionState  = SOLD REALLYDAMAGED
  5243.     AliasConditionState  = SOLD NIGHT
  5244.     AliasConditionState  = SOLD NIGHT DAMAGED
  5245.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  5246.     AliasConditionState  = SOLD SNOW
  5247.     AliasConditionState  = SOLD SNOW DAMAGED
  5248.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  5249.     AliasConditionState  = SOLD NIGHT SNOW
  5250.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  5251.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  5252.     ;**************************************************************************************************************************
  5253.  
  5254.  
  5255.   End
  5256.  
  5257.   ; ------------ construction-zone fence -----------------
  5258.   Draw                = W3DModelDraw ModuleTag_02
  5259.   AnimationsRequirePower = No
  5260.     DefaultConditionState
  5261.       Model           = None
  5262.       TransitionKey   = DOWN_DEFAULT
  5263.     End
  5264.     ConditionState    = NIGHT
  5265.       Model           = None
  5266.       TransitionKey   = DOWN_DEFAULT
  5267.     End
  5268.     ConditionState    = SNOW
  5269.       Model           = None
  5270.       TransitionKey   = DOWN_DEFAULT
  5271.     End
  5272.     ConditionState    = SNOW NIGHT
  5273.       Model           = None
  5274.       TransitionKey   = DOWN_DEFAULT
  5275.     End 
  5276.    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  5277.       Model           = ABPrison_A4
  5278.       Animation       = ABPrison_A4.ABPrison_A4
  5279.       AnimationMode   = MANUAL
  5280.       Flags           = START_FRAME_LAST
  5281.       TransitionKey   = UP_DAY
  5282.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  5283.       ParticleSysBone = SparksS01 LiveWireSparks02
  5284.     End
  5285.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  5286.       Model           = ABPrison_A4N
  5287.       Animation       = ABPrison_A4N.ABPrison_A4N
  5288.       AnimationMode   = MANUAL
  5289.       Flags           = START_FRAME_LAST
  5290.       TransitionKey   = UP_NIGHT
  5291.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  5292.       ParticleSysBone = SparksS01 LiveWireSparks02
  5293.     End
  5294.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  5295.       Model           = ABPrison_A4S
  5296.       Animation       = ABPrison_A4S.ABPrison_A4S
  5297.       AnimationMode   = MANUAL
  5298.       Flags           = START_FRAME_LAST
  5299.       TransitionKey   = UP_SNOW
  5300.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  5301.       ParticleSysBone = SparksS01 LiveWireSparks02
  5302.     End  
  5303.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  5304.       Model           = ABPrison_A4SN
  5305.       Animation       = ABPrison_A4SN.ABPrison_A4SN
  5306.       AnimationMode   = MANUAL
  5307.       Flags           = START_FRAME_LAST
  5308.       TransitionKey   = UP_SNOWNIGHT
  5309.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  5310.       ParticleSysBone = SparksS01 LiveWireSparks02
  5311.     End  
  5312.     TransitionState   = DOWN_DEFAULT UP_DAY
  5313.       Model           = ABPrison_A4
  5314.       Animation       = ABPrison_A4.ABPrison_A4
  5315.       AnimationMode   = ONCE
  5316.       AnimationSpeedFactorRange = 1.0 1.0
  5317.       Flags           = START_FRAME_FIRST
  5318.     End
  5319.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  5320.       Model           = ABPrison_A4N
  5321.       Animation       = ABPrison_A4N.ABPrison_A4N
  5322.       AnimationMode   = ONCE
  5323.       AnimationSpeedFactorRange = 1.0 1.0
  5324.       Flags           = START_FRAME_FIRST
  5325.     End
  5326.     TransitionState   = DOWN_DEFAULT UP_SNOW
  5327.       Model           = ABPrison_A4S
  5328.       Animation       = ABPrison_A4S.ABPrison_A4S
  5329.       AnimationMode   = ONCE
  5330.       AnimationSpeedFactorRange = 1.0 1.0
  5331.       Flags           = START_FRAME_FIRST
  5332.     End
  5333.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  5334.       Model           = ABPrison_A4SN
  5335.       Animation       = ABPrison_A4SN.ABPrison_A4SN
  5336.       AnimationMode   = ONCE
  5337.       AnimationSpeedFactorRange = 1.0 1.0
  5338.       Flags           = START_FRAME_FIRST
  5339.     End
  5340.     TransitionState   = UP_DAY DOWN_DEFAULT
  5341.       Model           = ABPrison_A4
  5342.       Animation       = ABPrison_A4.ABPrison_A4
  5343.       AnimationMode   = ONCE_BACKWARDS
  5344.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5345.       Flags           = START_FRAME_LAST
  5346.     End
  5347.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  5348.       Model           = ABPrison_A4N
  5349.       Animation       = ABPrison_A4N.ABPrison_A4N
  5350.       AnimationMode   = ONCE_BACKWARDS
  5351.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5352.       Flags           = START_FRAME_LAST
  5353.     End
  5354.     TransitionState   = UP_SNOW DOWN_DEFAULT
  5355.       Model           = ABPrison_A4S
  5356.       Animation       = ABPrison_A4S.ABPrison_A4S
  5357.       AnimationMode   = ONCE_BACKWARDS
  5358.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5359.       Flags           = START_FRAME_LAST
  5360.     End
  5361.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  5362.       Model           = ABPrison_A4SN
  5363.       Animation       = ABPrison_A4SN.ABPrison_A4SN
  5364.       AnimationMode   = ONCE_BACKWARDS
  5365.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5366.       Flags           = START_FRAME_LAST
  5367.     End
  5368.   End
  5369.  
  5370.   ; ------------ under-construction scaffolding -----------------
  5371.   Draw                = W3DModelDraw ModuleTag_03
  5372.   AnimationsRequirePower = No
  5373.     MinLODRequired = MEDIUM
  5374.     DefaultConditionState
  5375.       Model           = None
  5376.       TransitionKey   = DOWN_DEFAULT
  5377.     End
  5378.     ConditionState    = NIGHT
  5379.       Model           = None
  5380.       TransitionKey   = DOWN_DEFAULT
  5381.     End
  5382.     ConditionState    = SNOW
  5383.       Model           = None
  5384.       TransitionKey   = DOWN_DEFAULT
  5385.     End
  5386.     ConditionState    = SNOW NIGHT
  5387.       Model           = None
  5388.       TransitionKey   = DOWN_DEFAULT
  5389.     End
  5390.     ConditionState    = PARTIALLY_CONSTRUCTED
  5391.       Model           = ABPrison_A6
  5392.       Animation       = ABPrison_A6.ABPrison_A6
  5393.       AnimationMode   = MANUAL
  5394.       Flags           = START_FRAME_LAST
  5395.       TransitionKey   = UP_DAY
  5396.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  5397.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  5398.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  5399.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  5400.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  5401.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  5402.     End
  5403.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  5404.       Model           = ABPrison_A6N
  5405.       Animation       = ABPrison_A6N.ABPrison_A6N
  5406.       AnimationMode   = MANUAL
  5407.       Flags           = START_FRAME_LAST
  5408.       TransitionKey   = UP_NIGHT
  5409.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  5410.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  5411.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  5412.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  5413.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  5414.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  5415.     End
  5416.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  5417.       Model           = ABPrison_A6S
  5418.       Animation       = ABPrison_A6S.ABPrison_A6S
  5419.       AnimationMode   = MANUAL
  5420.       Flags           = START_FRAME_LAST
  5421.       TransitionKey   = UP_SNOW
  5422.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  5423.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  5424.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  5425.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  5426.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  5427.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  5428.     End
  5429.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  5430.       Model           = ABPrison_A6SN
  5431.       Animation       = ABPrison_A6SN.ABPrison_A6SN
  5432.       AnimationMode   = MANUAL
  5433.       Flags           = START_FRAME_LAST
  5434.       TransitionKey   = UP_SNOWNIGHT
  5435.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  5436.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  5437.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  5438.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  5439.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  5440.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  5441.     End
  5442.     TransitionState   = DOWN_DEFAULT UP_DAY
  5443.      Model            = ABPrison_A6
  5444.       Animation       = ABPrison_A6.ABPrison_A6
  5445.       AnimationMode   = ONCE
  5446.       AnimationSpeedFactorRange = 1.0 1.0
  5447.       Flags           = START_FRAME_FIRST
  5448.     End
  5449.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  5450.      Model            = ABPrison_A6N
  5451.       Animation       = ABPrison_A6N.ABPrison_A6N
  5452.       AnimationMode   = ONCE
  5453.       AnimationSpeedFactorRange = 1.0 1.0
  5454.       Flags           = START_FRAME_FIRST
  5455.     End
  5456.     TransitionState   = DOWN_DEFAULT UP_SNOW
  5457.      Model            = ABPrison_A6S
  5458.       Animation       = ABPrison_A6S.ABPrison_A6S
  5459.       AnimationMode   = ONCE
  5460.       AnimationSpeedFactorRange = 1.0 1.0
  5461.       Flags           = START_FRAME_FIRST
  5462.     End
  5463.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  5464.      Model            = ABPrison_A6SN
  5465.       Animation       = ABPrison_A6SN.ABPrison_A6SN
  5466.       AnimationMode   = ONCE
  5467.       AnimationSpeedFactorRange = 1.0 1.0
  5468.       Flags           = START_FRAME_FIRST
  5469.     End
  5470.     TransitionState   = UP_DAY DOWN_DEFAULT
  5471.       Model           = ABPrison_A6
  5472.       Animation       = ABPrison_A6.ABPrison_A6
  5473.       AnimationMode   = ONCE_BACKWARDS
  5474.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5475.       Flags           = START_FRAME_LAST
  5476.     End
  5477.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  5478.       Model           = ABPrison_A6N
  5479.       Animation       = ABPrison_A6N.ABPrison_A6N
  5480.       AnimationMode   = ONCE_BACKWARDS
  5481.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5482.       Flags           = START_FRAME_LAST
  5483.     End
  5484.     TransitionState   = UP_SNOW DOWN_DEFAULT
  5485.       Model           = ABPrison_A6S
  5486.       Animation       = ABPrison_A6S.ABPrison_A6S
  5487.       AnimationMode   = ONCE_BACKWARDS
  5488.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5489.       Flags           = START_FRAME_LAST
  5490.     End
  5491.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  5492.       Model           = ABPrison_A6SN
  5493.       Animation       = ABPrison_A6SN.ABPrison_A6SN
  5494.       AnimationMode   = ONCE_BACKWARDS
  5495.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5496.       Flags           = START_FRAME_LAST
  5497.     End
  5498.   End
  5499.  
  5500.   ; ------------ being-constructed crane -----------------
  5501.   Draw                = W3DModelDraw ModuleTag_04
  5502.   AnimationsRequirePower = No
  5503.     DefaultConditionState
  5504.       Model           = None
  5505.       TransitionKey   = DOWN_DEFAULT
  5506.     End
  5507.     ConditionState    = NIGHT
  5508.       Model           = None
  5509.       TransitionKey   = DOWN_DEFAULT
  5510.     End
  5511.     ConditionState    = SNOW
  5512.       Model           = None
  5513.       TransitionKey   = DOWN_DEFAULT
  5514.     End
  5515.     ConditionState    = SNOW NIGHT
  5516.       Model           = None
  5517.       TransitionKey   = DOWN_DEFAULT
  5518.     End
  5519.     ConditionState    = SOLD
  5520.       Model           = NONE
  5521.     End
  5522.  
  5523.     ConditionState    = ACTIVELY_BEING_CONSTRUCTED
  5524.       Model           = ABPrison_A5
  5525.       Animation       = ABPrison_A5.ABPrison_A5
  5526.       AnimationMode   = LOOP
  5527.       TransitionKey   = UP_DAY
  5528.     End
  5529.  
  5530.     ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
  5531.       Model           = ABPrison_A5N
  5532.       Animation       = ABPrison_A5N.ABPrison_A5N
  5533.       AnimationMode   = LOOP
  5534.       TransitionKey   = UP_NIGHT
  5535.     End
  5536.     ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
  5537.       Model           = ABPrison_A5S
  5538.       Animation       = ABPrison_A5S.ABPrison_A5S
  5539.       AnimationMode   = LOOP
  5540.       TransitionKey   = UP_SNOW
  5541.     End
  5542.     ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  5543.       Model           = ABPrison_A5SN
  5544.       Animation       = ABPrison_A5SN.ABPrison_A5SN
  5545.       AnimationMode   = LOOP
  5546.       TransitionKey   = UP_SNOWNIGHT
  5547.     End
  5548.     TransitionState   = DOWN_DEFAULT UP_DAY
  5549.       Model           = ABPrison_AB
  5550.       Animation       = ABPrison_AB.ABPrison_AB
  5551.       AnimationMode   = ONCE
  5552.       AnimationSpeedFactorRange = 1.0 1.0
  5553.       Flags           = START_FRAME_FIRST
  5554.     End
  5555.  
  5556.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  5557.       Model           = ABPrison_ABN
  5558.       Animation       = ABPrison_ABN.ABPrison_ABN
  5559.       AnimationMode   = ONCE
  5560.       AnimationSpeedFactorRange = 1.0 1.0
  5561.       Flags           = START_FRAME_FIRST
  5562.     End
  5563.     TransitionState   = DOWN_DEFAULT UP_SNOW
  5564.       Model           = ABPrison_ABS
  5565.       Animation       = ABPrison_ABS.ABPrison_ABS
  5566.       AnimationMode   = ONCE
  5567.       AnimationSpeedFactorRange = 1.0 1.0
  5568.       Flags           = START_FRAME_FIRST
  5569.     End
  5570.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  5571.       Model           = ABPrison_ABSN
  5572.       Animation       = ABPrison_ABSN.ABPrison_ABSN
  5573.       AnimationMode   = ONCE
  5574.       AnimationSpeedFactorRange = 1.0 1.0
  5575.       Flags           = START_FRAME_FIRST
  5576.     End
  5577.     TransitionState   = UP_DAY DOWN_DEFAULT
  5578.       Model           = ABPrison_AB
  5579.       Animation       = ABPrison_AB.ABPrison_AB
  5580.       AnimationMode   = ONCE_BACKWARDS
  5581.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5582.       Flags           = START_FRAME_LAST
  5583.     End
  5584.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  5585.       Model           = ABPrison_ABN
  5586.       Animation       = ABPrison_ABN.ABPrison_ABN
  5587.       AnimationMode   = ONCE_BACKWARDS
  5588.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5589.       Flags           = START_FRAME_LAST
  5590.     End
  5591.     TransitionState   = UP_SNOW DOWN_DEFAULT
  5592.       Model           = ABPrison_ABS
  5593.       Animation       = ABPrison_ABS.ABPrison_ABS
  5594.       AnimationMode   = ONCE_BACKWARDS
  5595.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5596.       Flags           = START_FRAME_LAST
  5597.     End
  5598.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  5599.       Model           = ABPrison_ABSN
  5600.       Animation       = ABPrison_ABSN.ABPrison_ABSN
  5601.       AnimationMode   = ONCE_BACKWARDS
  5602.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  5603.       Flags           = START_FRAME_LAST
  5604.     End
  5605.   End
  5606.  
  5607.   PlacementViewAngle = -45
  5608.  
  5609.   ; ***DESIGN parameters ***
  5610.   DisplayName         = OBJECT:DetentionCamp
  5611.   Side                = America
  5612.   EditorSorting       = STRUCTURE
  5613.   Prerequisites
  5614.     Object            = AmericaStrategyCenter 
  5615.   End
  5616.   BuildCost           = 1000
  5617.   BuildTime           = 30.0           ; in seconds
  5618.   EnergyProduction    = 0
  5619.   VisionRange         = 200.0           ; Shroud clearing distance
  5620.   ShroudClearingRange = 200
  5621.   ArmorSet
  5622.     Conditions        = None
  5623.     Armor             = StructureArmor
  5624.     DamageFX          = StructureDamageFXNoShake
  5625.   End
  5626.   CommandSet          = AmericaDetentionCampCommandSet
  5627.   ExperienceValue     = 100 100 100 100  ; Experience point value at each level
  5628.  
  5629.   ; *** AUDIO Parameters ***
  5630.   VoiceSelect         = DetentionCampSelect
  5631.   SoundDie              = BuildingDie
  5632.   SoundOnDamaged        = BuildingDamagedStateLight
  5633.   SoundOnReallyDamaged  = BuildingDestroy
  5634.  
  5635.   UnitSpecificSounds
  5636.     UnderConstruction     = UnderConstructionLoop
  5637.   End
  5638.  
  5639.   ; *** ENGINEERING Parameters ***
  5640.   RadarPriority       = STRUCTURE
  5641.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
  5642.   Body                = StructureBody ModuleTag_05
  5643.     MaxHealth         = 2000.0
  5644.     InitialHealth     = 2000.0
  5645.   End
  5646.  
  5647.   Behavior            = BaseRegenerateUpdate ModuleTag_08
  5648.     ;<NO DATA>
  5649.   End 
  5650.   Behavior            = DestroyDie ModuleTag_10
  5651.     ;<NO DATA>
  5652.   End
  5653.   Behavior            = CreateObjectDie ModuleTag_12
  5654.     CreationList      = OCL_ABPowerPlantExplode
  5655.   End
  5656.  
  5657.   Behavior            = CreateObjectDie ModuleTag_13
  5658.     CreationList      = OCL_AmericanRangerDebris08
  5659.     ExemptStatus      = UNDER_CONSTRUCTION
  5660.   End
  5661.   Behavior            = FXListDie ModuleTag_14
  5662.     DeathFX           = FX_StructureMediumDeath
  5663.   End
  5664.  
  5665.   Behavior                   = SpyVisionSpecialPower ModuleTag_15
  5666.     SpecialPowerTemplate     = SuperweaponCIAIntelligence   
  5667.     BaseDuration             =  30000 ;in milliseconds
  5668.     BonusDurationPerCaptured =  10000 ;in milliseconds
  5669.     MaxDuration              = 240000 ;in milliseconds    
  5670.   End
  5671.   Behavior            = SpyVisionUpdate ModuleTag_16
  5672.     ;<NO DATA>
  5673.   End
  5674.    
  5675.   Behavior             = FlammableUpdate ModuleTag_18
  5676.     AflameDuration     = 5000         ; If I catch fire, I'll burn for this long...
  5677.     AflameDamageAmount = 5       ; taking this much damage...
  5678.     AflameDamageDelay  = 500       ; this often.
  5679.   End
  5680.  
  5681.   Behavior = TransitionDamageFX ModuleTag_19
  5682.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  5683.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  5684.     ;---------------------------------------------------------------------------------------
  5685.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  5686.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  5687.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  5688.   End
  5689.  
  5690.   Geometry            = BOX
  5691.   GeometryMajorRadius = 49.0
  5692.   GeometryMinorRadius = 63.0
  5693.   GeometryHeight      = 35.0
  5694.   GeometryIsSmall     = No
  5695.   Shadow              = SHADOW_VOLUME
  5696.   BuildCompletion     = PLACED_BY_PLAYER
  5697.  
  5698. End
  5699.  
  5700. ;------------------------------------------------------------------------------
  5701. ObjectReskin GLAHoleBlackMarket GLAHole
  5702.   Draw                     = W3DModelDraw ModuleTag_01
  5703.     OkToChangeModelColor   = Yes
  5704.     ConditionState         = NONE
  5705.       Model                = UBHole
  5706.     End
  5707.     ConditionState         = DAMAGED
  5708.       Model                = UBHole_D
  5709.       ParticleSysBone      = Smoke01 SteamVent
  5710.     End
  5711.     ConditionState         = REALLYDAMAGED RUBBLE
  5712.       Model                = UBHole_E
  5713.       ParticleSysBone      = Smoke01 SteamVent
  5714.       ParticleSysBone      = Smoke02 SteamVent
  5715.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  5716.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  5717.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  5718.     End
  5719.   End
  5720.   Draw                     = W3DModelDraw ModuleTag_02
  5721.     OkToChangeModelColor   = Yes
  5722.     ConditionState         = NONE
  5723.       Model                = UBBlackMkt_R
  5724.       ParticleSysBone      = Smoke01 SmolderingSmoke
  5725.       ParticleSysBone      = Smoke03 SmolderingSmoke
  5726.       ParticleSysBone      = Smoke04 SmolderingSmoke
  5727.     End
  5728.     ConditionState         = DAMAGED REALLYDAMAGED RUBBLE
  5729.       Model                = UBBlackMkt_R
  5730.       ParticleSysBone      = Smoke01 SmolderingSmoke
  5731.       ParticleSysBone      = Smoke03 SmolderingSmoke
  5732.       ParticleSysBone      = Smoke04 SmolderingSmoke
  5733.     End
  5734.   End
  5735. End
  5736.  
  5737. ;------------------------------------------------------------------------------
  5738. Object GLAScudStorm
  5739.  
  5740.   ; *** ART Parameters ***
  5741.   SelectPortrait         = SUScudStorm_L
  5742.   ButtonImage            = SUScudStorm
  5743.   Draw = W3DModelDraw ModuleTag_01
  5744.     OkToChangeModelColor = Yes
  5745.     ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
  5746.  
  5747.     ; day
  5748.     ConditionState = NONE ; lying around
  5749.       Model         = UBScudStrm_A1
  5750.       Animation     = UBScudStrm_A1.UBScudStrm_A1
  5751.       AnimationMode = MANUAL
  5752.       Flags         = START_FRAME_FIRST
  5753.       WeaponLaunchBone = PRIMARY WeaponA
  5754.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  5755.       TransitionKey = Trans_READY
  5756.  
  5757.       ParticleSysBone      = SteamM01 SteamLarge
  5758.       ParticleSysBone      = SteamS01 SteamMedium
  5759.     End
  5760.  
  5761.     TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up
  5762.       Model         = UBScudStrm_A1
  5763.       Animation     = UBScudStrm_A1.UBScudStrm_A1
  5764.       AnimationMode = ONCE
  5765.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  5766.       WeaponLaunchBone = PRIMARY WeaponA
  5767.  
  5768.       ParticleSysBone      = SteamM01 SteamLarge
  5769.       ParticleSysBone      = SteamS01 SteamMedium
  5770.  
  5771.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  5772.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  5773.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  5774.     End
  5775.  
  5776.     ConditionState = ATTACKING  ; Projectile feedback code selectively hiding missiles as they shoot
  5777.       Model         = UBScudStrm_A2
  5778.       Animation     = UBScudStrm_A2.UBScudStrm_A2
  5779.       AnimationMode = MANUAL
  5780.       Flags         = START_FRAME_FIRST
  5781.       WeaponLaunchBone = PRIMARY WeaponA
  5782.       TransitionKey = Trans_ATTACKING
  5783.  
  5784.       ParticleSysBone      = SteamM01 SteamLarge
  5785.       ParticleSysBone      = SteamS01 SteamMedium
  5786.  
  5787.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  5788.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  5789.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  5790.     End
  5791.     AliasConditionState = ATTACKING FIRING_A
  5792.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A
  5793.  
  5794.     TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people
  5795.       Model         = UBScudStrm_A3
  5796.       Animation     = UBScudStrm_A3.UBScudStrm_A3
  5797.       AnimationMode = ONCE
  5798.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  5799.  
  5800.       ParticleSysBone      = SteamM01 SteamVent
  5801.       ParticleSysBone      = SteamS01 SteamVent
  5802.     End
  5803.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  5804.       Model              = UBScudStrm
  5805.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5806.     End
  5807.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  5808.       Model              = UBScudStrm_D
  5809.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5810.     End
  5811.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  5812.       Model              = UBScudStrm_E
  5813.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5814.     End
  5815.  
  5816.     ;-------------------------------------------------------------------------------------------------------------------------
  5817.     ; day
  5818.     ConditionState = DAMAGED
  5819.       Model         = UBScudStrm_DA1
  5820.       Animation     = UBScudStrm_DA1.UBScudStrm_DA1
  5821.       AnimationMode = MANUAL
  5822.       Flags         = START_FRAME_FIRST
  5823.       WeaponLaunchBone = PRIMARY WeaponA
  5824.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  5825.       TransitionKey = Trans_READY_DAMAGED
  5826.  
  5827.       ParticleSysBone      = SteamM01 SteamLarge
  5828.       ParticleSysBone      = SteamS01 SteamMedium
  5829.     End
  5830.  
  5831.     TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED
  5832.       Model         = UBScudStrm_DA1
  5833.       Animation     = UBScudStrm_DA1.UBScudStrm_DA1
  5834.       AnimationMode = ONCE
  5835.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  5836.       WeaponLaunchBone = PRIMARY WeaponA
  5837.  
  5838.       ParticleSysBone      = SteamM01 SteamLarge
  5839.       ParticleSysBone      = SteamS01 SteamMedium
  5840.  
  5841.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  5842.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  5843.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  5844.     End
  5845.  
  5846.     ConditionState = ATTACKING DAMAGED
  5847.       Model         = UBScudStrm_DA2
  5848.       Animation     = UBScudStrm_DA2.UBScudStrm_DA2
  5849.       AnimationMode = MANUAL
  5850.       Flags         = START_FRAME_FIRST
  5851.       WeaponLaunchBone = PRIMARY WeaponA
  5852.       TransitionKey = Trans_ATTACKING_DAMAGED
  5853.  
  5854.       ParticleSysBone      = SteamM01 SteamLarge
  5855.       ParticleSysBone      = SteamS01 SteamMedium
  5856.  
  5857.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  5858.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  5859.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  5860.     End
  5861.     AliasConditionState = ATTACKING FIRING_A DAMAGED
  5862.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED
  5863.  
  5864.     TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED
  5865.       Model         = UBScudStrm_DA3
  5866.       Animation     = UBScudStrm_DA3.UBScudStrm_DA3
  5867.       AnimationMode = ONCE
  5868.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  5869.  
  5870.       ParticleSysBone      = SteamM01 SteamVent
  5871.       ParticleSysBone      = SteamS01 SteamVent
  5872.     End
  5873.  
  5874.     ;-------------------------------------------------------------------------------------------------------------------------
  5875.     ConditionState = REALLYDAMAGED RUBBLE
  5876.       Model         = UBScudStrm_EA1
  5877.       Animation     = UBScudStrm_EA1.UBScudStrm_EA1
  5878.       AnimationMode = MANUAL
  5879.       Flags         = START_FRAME_FIRST
  5880.       WeaponLaunchBone = PRIMARY WeaponA
  5881.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  5882.       TransitionKey = Trans_READY_REALLYDAMAGED
  5883.  
  5884.       ParticleSysBone      = SteamM01 SteamLarge
  5885.       ParticleSysBone      = SteamS01 SteamMedium
  5886.     End
  5887.  
  5888.     TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED
  5889.       Model         = UBScudStrm_EA1
  5890.       Animation     = UBScudStrm_EA1.UBScudStrm_EA1
  5891.       AnimationMode = ONCE
  5892.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  5893.       WeaponLaunchBone = PRIMARY WeaponA
  5894.  
  5895.       ParticleSysBone      = SteamM01 SteamLarge
  5896.       ParticleSysBone      = SteamS01 SteamMedium
  5897.  
  5898.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  5899.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  5900.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  5901.     End
  5902.  
  5903.     ConditionState = ATTACKING REALLYDAMAGED RUBBLE
  5904.       Model         = UBScudStrm_EA2
  5905.       Animation     = UBScudStrm_EA2.UBScudStrm_EA2
  5906.       AnimationMode = MANUAL
  5907.       Flags         = START_FRAME_FIRST
  5908.       WeaponLaunchBone = PRIMARY WeaponA
  5909.       TransitionKey = Trans_ATTACKING_REALLYDAMAGED
  5910.  
  5911.       ParticleSysBone      = SteamM01 SteamLarge
  5912.       ParticleSysBone      = SteamS01 SteamMedium
  5913.  
  5914.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  5915.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  5916.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  5917.     End
  5918.     AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE
  5919.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE
  5920.  
  5921.     TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED
  5922.       Model         = UBScudStrm_EA3
  5923.       Animation     = UBScudStrm_EA3.UBScudStrm_EA3
  5924.       AnimationMode = ONCE
  5925.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  5926.  
  5927.       ParticleSysBone      = SteamM01 SteamVent
  5928.       ParticleSysBone      = SteamS01 SteamVent
  5929.     End
  5930.     
  5931.         ;-------------------------------------------------------------------------------------------------------------------------
  5932.         ;  SNOW
  5933.     ConditionState =  SNOW ; from underground to lying around
  5934.       Model         = UBScudStrm_A1S
  5935.       Animation     = UBScudStrm_A1S.UBScudStrm_A1S
  5936.       AnimationMode = MANUAL
  5937.       Flags         = START_FRAME_FIRST
  5938.       WeaponLaunchBone = PRIMARY WeaponA
  5939.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  5940.       TransitionKey = Trans_READY_SNOW
  5941.  
  5942.       ParticleSysBone      = SteamM01 SteamLarge
  5943.       ParticleSysBone      = SteamS01 SteamMedium
  5944.     End
  5945.  
  5946.     TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW
  5947.       Model         = UBScudStrm_A1S
  5948.       Animation     = UBScudStrm_A1S.UBScudStrm_A1S
  5949.       AnimationMode = ONCE
  5950.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  5951.       WeaponLaunchBone = PRIMARY WeaponA
  5952.  
  5953.       ParticleSysBone      = SteamM01 SteamLarge
  5954.       ParticleSysBone      = SteamS01 SteamMedium
  5955.  
  5956.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  5957.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  5958.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  5959.     End
  5960.  
  5961.     ConditionState = ATTACKING  SNOW ; Projectile feedback code selectively hiding missiles as they shoot
  5962.       Model         = UBScudStrm_A2S
  5963.       Animation     = UBScudStrm_A2S.UBScudStrm_A2S
  5964.       AnimationMode = MANUAL
  5965.       Flags         = START_FRAME_FIRST
  5966.       WeaponLaunchBone = PRIMARY WeaponA
  5967.       TransitionKey = Trans_ATTACKING_SNOW
  5968.  
  5969.       ParticleSysBone      = SteamM01 SteamLarge
  5970.       ParticleSysBone      = SteamS01 SteamMedium
  5971.  
  5972.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  5973.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  5974.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  5975.     End
  5976.     AliasConditionState = ATTACKING FIRING_A  SNOW
  5977.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A  SNOW
  5978.  
  5979.     TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground
  5980.       Model         = UBScudStrm_A3S
  5981.       Animation     = UBScudStrm_A3S.UBScudStrm_A3S
  5982.       AnimationMode = ONCE
  5983.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  5984.  
  5985.       ParticleSysBone      = SteamM01 SteamVent
  5986.       ParticleSysBone      = SteamS01 SteamVent
  5987.     End
  5988.  
  5989.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED  SNOW
  5990.       Model              = UBScudStrm
  5991.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5992.     End
  5993.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED  SNOW
  5994.       Model              = UBScudStrm_D
  5995.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  5996.     End
  5997.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED  SNOW
  5998.       Model              = UBScudStrm_E
  5999.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  6000.     End
  6001.  
  6002.     ;-------------------------------------------------------------------------------------------------------------------------
  6003.     ConditionState = DAMAGED SNOW
  6004.       Model         = UBScudStrm_DA1
  6005.       Animation     = UBScudStrm_DA1.UBScudStrm_DA1
  6006.       AnimationMode = MANUAL
  6007.       Flags         = START_FRAME_FIRST
  6008.       WeaponLaunchBone = PRIMARY WeaponA
  6009.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  6010.       TransitionKey = Trans_READY_DAMAGED_SNOW
  6011.  
  6012.       ParticleSysBone      = SteamM01 SteamLarge
  6013.       ParticleSysBone      = SteamS01 SteamMedium
  6014.     End
  6015.  
  6016.     TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW
  6017.       Model         = UBScudStrm_DA1
  6018.       Animation     = UBScudStrm_DA1.UBScudStrm_DA1
  6019.       AnimationMode = ONCE
  6020.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6021.       WeaponLaunchBone = PRIMARY WeaponA
  6022.  
  6023.       ParticleSysBone      = SteamM01 SteamLarge
  6024.       ParticleSysBone      = SteamS01 SteamMedium
  6025.  
  6026.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6027.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6028.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6029.     End
  6030.  
  6031.     ConditionState = ATTACKING DAMAGED SNOW
  6032.       Model         = UBScudStrm_DA2
  6033.       Animation     = UBScudStrm_DA2.UBScudStrm_DA2
  6034.       AnimationMode = MANUAL
  6035.       Flags         = START_FRAME_FIRST
  6036.       WeaponLaunchBone = PRIMARY WeaponA
  6037.       TransitionKey = Trans_ATTACKING_DAMAGED_SNOW
  6038.  
  6039.       ParticleSysBone      = SteamM01 SteamLarge
  6040.       ParticleSysBone      = SteamS01 SteamMedium
  6041.  
  6042.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6043.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6044.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6045.     End
  6046.     AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW
  6047.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW
  6048.  
  6049.     TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW
  6050.       Model         = UBScudStrm_DA3
  6051.       Animation     = UBScudStrm_DA3.UBScudStrm_DA3
  6052.       AnimationMode = ONCE
  6053.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  6054.  
  6055.       ParticleSysBone      = SteamM01 SteamVent
  6056.       ParticleSysBone      = SteamS01 SteamVent
  6057.     End
  6058.        
  6059.     ;-------------------------------------------------------------------------------------------------------------------------
  6060.     
  6061.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  6062.       Model         = UBScudStrm_EA1
  6063.       Animation     = UBScudStrm_EA1.UBScudStrm_EA1
  6064.       AnimationMode = MANUAL
  6065.       Flags         = START_FRAME_FIRST
  6066.       WeaponLaunchBone = PRIMARY WeaponA
  6067.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  6068.       TransitionKey = Trans_READY_REALLYDAMAGED_SNOW
  6069.  
  6070.       ParticleSysBone      = SteamM01 SteamLarge
  6071.       ParticleSysBone      = SteamS01 SteamMedium
  6072.     End
  6073.  
  6074.     TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW
  6075.       Model         = UBScudStrm_EA1
  6076.       Animation     = UBScudStrm_EA1.UBScudStrm_EA1
  6077.       AnimationMode = ONCE
  6078.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6079.       WeaponLaunchBone = PRIMARY WeaponA
  6080.  
  6081.       ParticleSysBone      = SteamM01 SteamLarge
  6082.       ParticleSysBone      = SteamS01 SteamMedium
  6083.  
  6084.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6085.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6086.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6087.     End
  6088.  
  6089.  
  6090.     ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW
  6091.       Model         = UBScudStrm_EA2
  6092.       Animation     = UBScudStrm_EA2.UBScudStrm_EA2
  6093.       AnimationMode = MANUAL
  6094.       Flags         = START_FRAME_FIRST
  6095.       WeaponLaunchBone = PRIMARY WeaponA
  6096.       TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW
  6097.  
  6098.       ParticleSysBone      = SteamM01 SteamLarge
  6099.       ParticleSysBone      = SteamS01 SteamMedium
  6100.  
  6101.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6102.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6103.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6104.     End
  6105.     AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW
  6106.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW
  6107.  
  6108.     TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW
  6109.       Model         = UBScudStrm_EA3
  6110.       Animation     = UBScudStrm_EA3.UBScudStrm_EA3
  6111.       AnimationMode = ONCE
  6112.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  6113.  
  6114.       ParticleSysBone      = SteamM01 SteamVent
  6115.       ParticleSysBone      = SteamS01 SteamVent
  6116.     End
  6117.     
  6118.     ;-------------------------------------------------------------------------------------------------------------------------
  6119.         ; NIGHT
  6120.     ConditionState = NIGHT ; from underground to lying around
  6121.       Model         = UBScudStrm_A1
  6122.       Animation     = UBScudStrm_A1.UBScudStrm_A1
  6123.       AnimationMode = MANUAL
  6124.       Flags         = START_FRAME_FIRST
  6125.       WeaponLaunchBone = PRIMARY WeaponA
  6126.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  6127.       TransitionKey = Trans_READY_NIGHT
  6128.  
  6129.       ParticleSysBone      = SteamM01 SteamLarge
  6130.       ParticleSysBone      = SteamS01 SteamMedium
  6131.     End
  6132.  
  6133.     TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT
  6134.       Model         = UBScudStrm_A1
  6135.       Animation     = UBScudStrm_A1.UBScudStrm_A1
  6136.       AnimationMode = ONCE
  6137.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6138.       WeaponLaunchBone = PRIMARY WeaponA
  6139.  
  6140.       ParticleSysBone      = SteamM01 SteamLarge
  6141.       ParticleSysBone      = SteamS01 SteamMedium
  6142.  
  6143.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6144.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6145.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6146.     End
  6147.  
  6148.     ConditionState = ATTACKING NIGHT  ; Projectile feedback code selectively hiding missiles as they shoot
  6149.       Model         = UBScudStrm_A2
  6150.       Animation     = UBScudStrm_A2.UBScudStrm_A2
  6151.       AnimationMode = MANUAL
  6152.       Flags         = START_FRAME_FIRST
  6153.       WeaponLaunchBone = PRIMARY WeaponA
  6154.       TransitionKey = Trans_ATTACKING_NIGHT
  6155.  
  6156.       ParticleSysBone      = SteamM01 SteamLarge
  6157.       ParticleSysBone      = SteamS01 SteamMedium
  6158.  
  6159.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6160.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6161.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6162.     End
  6163.     AliasConditionState = ATTACKING FIRING_A NIGHT
  6164.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT
  6165.  
  6166.     TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground
  6167.       Model         = UBScudStrm_A3
  6168.       Animation     = UBScudStrm_A3.UBScudStrm_A3
  6169.       AnimationMode = ONCE
  6170.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  6171.  
  6172.       ParticleSysBone      = SteamM01 SteamVent
  6173.       ParticleSysBone      = SteamS01 SteamVent
  6174.     End
  6175.  
  6176.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  6177.       Model              = UBScudStrm
  6178.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  6179.     End
  6180.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  6181.       Model              = UBScudStrm_D
  6182.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  6183.     End
  6184.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  6185.       Model              = UBScudStrm_E
  6186.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  6187.     End
  6188.  
  6189.     ;-------------------------------------------------------------------------------------------------------------------------
  6190.     ConditionState = DAMAGED NIGHT
  6191.       Model         = UBScudStrm_DA1N
  6192.       Animation     = UBScudStrm_DA1N.UBScudStrm_DA1N
  6193.       AnimationMode = MANUAL
  6194.       Flags         = START_FRAME_FIRST
  6195.       WeaponLaunchBone = PRIMARY WeaponA
  6196.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  6197.       TransitionKey = Trans_READY_DAMAGED_NIGHT
  6198.  
  6199.       ParticleSysBone      = SteamM01 SteamLarge
  6200.       ParticleSysBone      = SteamS01 SteamMedium
  6201.     End
  6202.  
  6203.     TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT
  6204.       Model         = UBScudStrm_DA1N
  6205.       Animation     = UBScudStrm_DA1N.UBScudStrm_DA1N
  6206.       AnimationMode = ONCE
  6207.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6208.       WeaponLaunchBone = PRIMARY WeaponA
  6209.  
  6210.       ParticleSysBone      = SteamM01 SteamLarge
  6211.       ParticleSysBone      = SteamS01 SteamMedium
  6212.  
  6213.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6214.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6215.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6216.     End
  6217.  
  6218.     ConditionState = ATTACKING DAMAGED NIGHT
  6219.       Model         = UBScudStrm_DA2N
  6220.       Animation     = UBScudStrm_DA2N.UBScudStrm_DA2N
  6221.       AnimationMode = MANUAL
  6222.       Flags         = START_FRAME_FIRST
  6223.       WeaponLaunchBone = PRIMARY WeaponA
  6224.       TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT
  6225.  
  6226.       ParticleSysBone      = SteamM01 SteamLarge
  6227.       ParticleSysBone      = SteamS01 SteamMedium
  6228.  
  6229.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6230.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6231.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6232.     End
  6233.     AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED
  6234.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED
  6235.  
  6236.     TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT
  6237.       Model         = UBScudStrm_DA3N
  6238.       Animation     = UBScudStrm_DA3N.UBScudStrm_DA3N
  6239.       AnimationMode = ONCE
  6240.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  6241.  
  6242.       ParticleSysBone      = SteamM01 SteamVent
  6243.       ParticleSysBone      = SteamS01 SteamVent
  6244.     End
  6245.        
  6246.     ;-------------------------------------------------------------------------------------------------------------------------
  6247.     
  6248.     ConditionState = REALLYDAMAGED RUBBLE NIGHT
  6249.       Model         = UBScudStrm_EA1N
  6250.       Animation     = UBScudStrm_EA1N.UBScudStrm_EA1N
  6251.       AnimationMode = MANUAL
  6252.       Flags         = START_FRAME_FIRST
  6253.       WeaponLaunchBone = PRIMARY WeaponA
  6254.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  6255.       TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT
  6256.  
  6257.       ParticleSysBone      = SteamM01 SteamLarge
  6258.       ParticleSysBone      = SteamS01 SteamMedium
  6259.     End
  6260.  
  6261.     TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT
  6262.       Model         = UBScudStrm_EA1N
  6263.       Animation     = UBScudStrm_EA1N.UBScudStrm_EA1N
  6264.       AnimationMode = ONCE
  6265.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6266.       WeaponLaunchBone = PRIMARY WeaponA
  6267.  
  6268.       ParticleSysBone      = SteamM01 SteamLarge
  6269.       ParticleSysBone      = SteamS01 SteamMedium
  6270.  
  6271.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6272.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6273.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6274.     End
  6275.  
  6276.  
  6277.     ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT
  6278.       Model         = UBScudStrm_EA2N
  6279.       Animation     = UBScudStrm_EA2N.UBScudStrm_EA2N
  6280.       AnimationMode = MANUAL
  6281.       Flags         = START_FRAME_FIRST
  6282.       WeaponLaunchBone = PRIMARY WeaponA
  6283.       TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT
  6284.  
  6285.       ParticleSysBone      = SteamM01 SteamLarge
  6286.       ParticleSysBone      = SteamS01 SteamMedium
  6287.  
  6288.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6289.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6290.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6291.     End
  6292.     AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE
  6293.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE
  6294.  
  6295.     TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT
  6296.       Model         = UBScudStrm_EA3N
  6297.       Animation     = UBScudStrm_EA3N.UBScudStrm_EA3N
  6298.       AnimationMode = ONCE
  6299.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  6300.  
  6301.       ParticleSysBone      = SteamM01 SteamVent
  6302.       ParticleSysBone      = SteamS01 SteamVent
  6303.     End
  6304.     
  6305.         ;-------------------------------------------------------------------------------------------------------------------------
  6306.         ; NIGHT SNOW
  6307.     ConditionState = NIGHT SNOW ; from underground to lying around
  6308.       Model         = UBScudStrm_A1NS
  6309.       Animation     = UBScudStrm_A1NS.UBScudStrm_A1NS
  6310.       AnimationMode = MANUAL
  6311.       Flags         = START_FRAME_FIRST
  6312.       WeaponLaunchBone = PRIMARY WeaponA
  6313.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  6314.       TransitionKey = Trans_READY_NIGHTSNOW
  6315.  
  6316.       ParticleSysBone      = SteamM01 SteamLarge
  6317.       ParticleSysBone      = SteamS01 SteamMedium
  6318.     End
  6319.  
  6320.     TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW
  6321.       Model         = UBScudStrm_A1NS
  6322.       Animation     = UBScudStrm_A1NS.UBScudStrm_A1NS
  6323.       AnimationMode = ONCE
  6324.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6325.       WeaponLaunchBone = PRIMARY WeaponA
  6326.  
  6327.       ParticleSysBone      = SteamM01 SteamLarge
  6328.       ParticleSysBone      = SteamS01 SteamMedium
  6329.  
  6330.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6331.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6332.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6333.     End
  6334.  
  6335.     ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot
  6336.       Model         = UBScudStrm_A2NS
  6337.       Animation     = UBScudStrm_A2NS.UBScudStrm_A2NS
  6338.       AnimationMode = MANUAL
  6339.       Flags         = START_FRAME_FIRST
  6340.       WeaponLaunchBone = PRIMARY WeaponA
  6341.       TransitionKey = Trans_ATTACKING_NIGHTSNOW
  6342.  
  6343.       ParticleSysBone      = SteamM01 SteamLarge
  6344.       ParticleSysBone      = SteamS01 SteamMedium
  6345.  
  6346.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6347.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6348.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6349.     End
  6350.     AliasConditionState = ATTACKING FIRING_A NIGHT SNOW
  6351.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW
  6352.  
  6353.     TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground
  6354.       Model         = UBScudStrm_A3NS
  6355.       Animation     = UBScudStrm_A3NS.UBScudStrm_A3NS
  6356.       AnimationMode = ONCE
  6357.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  6358.  
  6359.       ParticleSysBone      = SteamM01 SteamVent
  6360.       ParticleSysBone      = SteamS01 SteamVent
  6361.     End
  6362.  
  6363.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  6364.       Model              = UBScudStrm
  6365.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  6366.     End
  6367.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  6368.       Model              = UBScudStrm_D
  6369.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  6370.     End
  6371.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  6372.       Model              = UBScudStrm_E
  6373.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  6374.     End
  6375.  
  6376.     ;-------------------------------------------------------------------------------------------------------------------------
  6377.     ConditionState = DAMAGED NIGHT SNOW
  6378.       Model         = UBScudStrm_DA1N
  6379.       Animation     = UBScudStrm_DA1N.UBScudStrm_DA1N
  6380.       AnimationMode = MANUAL
  6381.       Flags         = START_FRAME_FIRST
  6382.       WeaponLaunchBone = PRIMARY WeaponA
  6383.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  6384.       TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW
  6385.  
  6386.       ParticleSysBone      = SteamM01 SteamLarge
  6387.       ParticleSysBone      = SteamS01 SteamMedium
  6388.     End
  6389.  
  6390.     TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW
  6391.       Model         = UBScudStrm_DA1N
  6392.       Animation     = UBScudStrm_DA1N.UBScudStrm_DA1N
  6393.       AnimationMode = ONCE
  6394.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6395.       WeaponLaunchBone = PRIMARY WeaponA
  6396.  
  6397.       ParticleSysBone      = SteamM01 SteamLarge
  6398.       ParticleSysBone      = SteamS01 SteamMedium
  6399.  
  6400.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6401.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6402.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6403.     End
  6404.  
  6405.     ConditionState = ATTACKING DAMAGED NIGHT SNOW
  6406.       Model         = UBScudStrm_DA2N
  6407.       Animation     = UBScudStrm_DA2N.UBScudStrm_DA2N
  6408.       AnimationMode = MANUAL
  6409.       Flags         = START_FRAME_FIRST
  6410.       WeaponLaunchBone = PRIMARY WeaponA
  6411.       TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW
  6412.  
  6413.       ParticleSysBone      = SteamM01 SteamLarge
  6414.       ParticleSysBone      = SteamS01 SteamMedium
  6415.  
  6416.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6417.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6418.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6419.     End
  6420.     AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW
  6421.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW
  6422.  
  6423.     TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW
  6424.       Model         = UBScudStrm_DA3N
  6425.       Animation     = UBScudStrm_DA3N.UBScudStrm_DA3N
  6426.       AnimationMode = ONCE
  6427.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  6428.  
  6429.       ParticleSysBone      = SteamM01 SteamVent
  6430.       ParticleSysBone      = SteamS01 SteamVent
  6431.     End
  6432.        
  6433.     ;-------------------------------------------------------------------------------------------------------------------------
  6434.     
  6435.     ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
  6436.       Model         = UBScudStrm_EA1N
  6437.       Animation     = UBScudStrm_EA1N.UBScudStrm_EA1N
  6438.       AnimationMode = MANUAL
  6439.       Flags         = START_FRAME_FIRST
  6440.       WeaponLaunchBone = PRIMARY WeaponA
  6441.       ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 
  6442.       TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW
  6443.  
  6444.       ParticleSysBone      = SteamM01 SteamLarge
  6445.       ParticleSysBone      = SteamS01 SteamMedium
  6446.     End
  6447.  
  6448.     TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW
  6449.       Model         = UBScudStrm_EA1N
  6450.       Animation     = UBScudStrm_EA1N.UBScudStrm_EA1N
  6451.       AnimationMode = ONCE
  6452.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6453.       WeaponLaunchBone = PRIMARY WeaponA
  6454.  
  6455.       ParticleSysBone      = SteamM01 SteamLarge
  6456.       ParticleSysBone      = SteamS01 SteamMedium
  6457.  
  6458.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6459.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6460.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6461.     End
  6462.  
  6463.  
  6464.     ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW
  6465.       Model         = UBScudStrm_EA2N
  6466.       Animation     = UBScudStrm_EA2N.UBScudStrm_EA2N
  6467.       AnimationMode = MANUAL
  6468.       Flags         = START_FRAME_FIRST
  6469.       WeaponLaunchBone = PRIMARY WeaponA
  6470.       TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW
  6471.  
  6472.       ParticleSysBone      = SteamM01 SteamLarge
  6473.       ParticleSysBone      = SteamS01 SteamMedium
  6474.  
  6475.       ParticleSysBone      = FXBone01 ScudStormBuildingGoo
  6476.       ParticleSysBone      = FXBone02 ScudStormBuildingGoo
  6477.       ParticleSysBone      = FXBone03 ScudStormBuildingGoo
  6478.     End
  6479.     AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW
  6480.     AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW
  6481.  
  6482.     TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW
  6483.       Model         = UBScudStrm_EA3N
  6484.       Animation     = UBScudStrm_EA3N.UBScudStrm_EA3N
  6485.       AnimationMode = ONCE
  6486.       Flags         = MAINTAIN_FRAME_ACROSS_STATES2
  6487.  
  6488.       ParticleSysBone      = SteamM01 SteamVent
  6489.       ParticleSysBone      = SteamS01 SteamVent
  6490.     End
  6491.     
  6492.     
  6493.     ConditionState       = SOLD
  6494.       Model              = NONE
  6495.     End    
  6496.     AliasConditionState       = SOLD DAMAGED
  6497.     AliasConditionState       = SOLD REALLYDAMAGED
  6498.     AliasConditionState       = SOLD SNOW
  6499.     AliasConditionState       = SOLD DAMAGED SNOW
  6500.     AliasConditionState       = SOLD REALLYDAMAGED SNOW
  6501.     AliasConditionState       = SOLD NIGHT
  6502.     AliasConditionState       = SOLD DAMAGED NIGHT
  6503.     AliasConditionState       = SOLD REALLYDAMAGED NIGHT
  6504.     AliasConditionState       = SOLD NIGHT SNOW
  6505.     AliasConditionState       = SOLD DAMAGED NIGHT SNOW
  6506.     AliasConditionState       = SOLD REALLYDAMAGED NIGHT SNOW
  6507.   End
  6508.  
  6509.     ;-------------------------------------------------------------------------------------------------------------------------
  6510.     ;-------------------------------------------------------------------------------------------------------------------------
  6511.     ;-------------------------------------------------------------------------------------------------------------------------
  6512.   Draw = W3DModelDraw ModuleTag_02
  6513.     OkToChangeModelColor = Yes
  6514.   
  6515.     ConditionState = None
  6516.       Model         = UBScudStrm_A5
  6517.       Animation     = UBScudStrm_A5.UBScudStrm_A5
  6518.       AnimationMode = MANUAL
  6519.       Flags         = START_FRAME_FIRST
  6520.     End
  6521.  
  6522.     ConditionState       = SOLD
  6523.       Model              = NONE
  6524.     End    
  6525.     ConditionState       = SOLD SNOW
  6526.        Model             = NONE
  6527.     End   
  6528.     ConditionState       = SOLD NIGHT
  6529.        Model             = NONE
  6530.     End    
  6531.     ConditionState       = SOLD NIGHT SNOW
  6532.        Model             = NONE
  6533.     End  
  6534.   
  6535.     ConditionState = PREATTACK_A ATTACKING
  6536.       Model         = UBScudStrm_A5
  6537.       Animation     = UBScudStrm_A5.UBScudStrm_A5
  6538.       AnimationMode = LOOP
  6539.       Flags         = START_FRAME_FIRST
  6540.     End
  6541.  
  6542.     ConditionState = ATTACKING
  6543.       Model         = UBScudStrm_A5
  6544.       Animation     = UBScudStrm_A5.UBScudStrm_A5
  6545.       AnimationMode = LOOP
  6546.       Flags         = START_FRAME_FIRST
  6547.     End
  6548.     
  6549.     ;These assets are missing (KM: removed to get rid of assert)
  6550.     ;ConditionState =  DAMAGED
  6551.     ;  Model         = UBScudStrm_DA5
  6552.     ;  Animation     = UBScudStrm_DA5.UBScudStrm_DA5
  6553.     ;  AnimationMode = MANUAL
  6554.     ;  Flags         = START_FRAME_FIRST
  6555.     ;End
  6556.  
  6557.     ;These assets are missing (KM: removed to get rid of assert)
  6558.     ;ConditionState = PREATTACK_A ATTACKING DAMAGED
  6559.     ;  Model         = UBScudStrm_DA5
  6560.     ;  Animation     = UBScudStrm_DA5.UBScudStrm_DA5
  6561.     ;  AnimationMode = LOOP
  6562.     ;  Flags         = START_FRAME_FIRST
  6563.     ;End
  6564.  
  6565.     ;These assets are missing (KM: removed to get rid of assert)
  6566.     ;ConditionState = ATTACKING DAMAGED
  6567.     ;  Model         = UBScudStrm_DA5
  6568.     ;  Animation     = UBScudStrm_DA5.UBScudStrm_DA5
  6569.     ;  AnimationMode = LOOP
  6570.     ;  Flags         = START_FRAME_FIRST
  6571.     ;End
  6572.     
  6573.     ;These assets are missing (KM: removed to get rid of assert)
  6574.     ;ConditionState =  REALLYDAMAGED
  6575.     ;  Model         = UBScudStrm_EA5
  6576.     ;  Animation     = UBScudStrm_EA5.UBScudStrm_EA5
  6577.     ;  AnimationMode = MANUAL
  6578.     ;  Flags         = START_FRAME_FIRST
  6579.     ;End
  6580.  
  6581.     ;These assets are missing (KM: removed to get rid of assert)
  6582.     ;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED
  6583.     ;  Model         = UBScudStrm_EA5
  6584.     ;  Animation     = UBScudStrm_EA5.UBScudStrm_EA5
  6585.     ;  AnimationMode = LOOP
  6586.     ;  Flags         = START_FRAME_FIRST
  6587.     ;End
  6588.  
  6589.     ;These assets are missing (KM: removed to get rid of assert)
  6590.     ;ConditionState = ATTACKING REALLYDAMAGED
  6591.     ;  Model         = UBScudStrm_EA5
  6592.     ;  Animation     = UBScudStrm_EA5.UBScudStrm_EA5
  6593.     ;  AnimationMode = LOOP
  6594.     ;  Flags         = START_FRAME_FIRST
  6595.     ;End
  6596.     
  6597.   End
  6598.  
  6599.   Draw = W3DModelDraw ModuleTag_03
  6600.     OkToChangeModelColor = Yes
  6601.   
  6602.     ConditionState = None
  6603.       Model         = UBScudStrm_A6
  6604.       Animation     = UBScudStrm_A6.UBScudStrm_A6
  6605.       AnimationMode = LOOP
  6606.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6607.     End
  6608.     
  6609.     ConditionState =  DAMAGED
  6610.       Model         = UBScudStrm_DA6
  6611.       Animation     = UBScudStrm_DA6.UBScudStrm_DA6
  6612.       AnimationMode = LOOP
  6613.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6614.     End
  6615.     
  6616.     ConditionState =  REALLYDAMAGED RUBBLE
  6617.       Model         = UBScudStrm_EA6
  6618.       Animation     = UBScudStrm_EA6.UBScudStrm_EA6
  6619.       AnimationMode = LOOP
  6620.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6621.     End
  6622.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  6623.       Model              = UBScudStrm_A6
  6624.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  6625.     End
  6626.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  6627.  
  6628.       Model              = UBScudStrm_DA6
  6629.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  6630.     End
  6631.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
  6632.       Model              = UBScudStrm_EA6
  6633.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  6634.     End
  6635.  
  6636.     ConditionState       = SOLD
  6637.       Model              = NONE
  6638.     End    
  6639.     ConditionState       = SOLD SNOW
  6640.        Model             = NONE
  6641.     End   
  6642.     ConditionState       = SOLD NIGHT
  6643.        Model             = NONE
  6644.     End    
  6645.     ConditionState       = SOLD NIGHT SNOW
  6646.        Model             = NONE
  6647.     End  
  6648.     
  6649.   End
  6650.  
  6651.   Draw = W3DModelDraw ModuleTag_04
  6652.     OkToChangeModelColor = Yes
  6653.   
  6654.     ConditionState = None
  6655.       Model         = UBScudStrm_F
  6656.       Animation     = UBScudStrm_F.UBScudStrm_F
  6657.       AnimationMode = LOOP
  6658.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6659.     End
  6660.     
  6661.     ConditionState =  DAMAGED
  6662.       Model         = UBScudStrm_DF
  6663.       Animation     = UBScudStrm_DF.UBScudStrm_DF
  6664.       AnimationMode = LOOP
  6665.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6666.     End
  6667.     
  6668.     ConditionState =  REALLYDAMAGED RUBBLE
  6669.       Model         = UBScudStrm_EF
  6670.       Animation     = UBScudStrm_EF.UBScudStrm_EF
  6671.       AnimationMode = LOOP
  6672.       Flags         = MAINTAIN_FRAME_ACROSS_STATES
  6673.     End
  6674.     
  6675.     ConditionState       = SOLD
  6676.       Model              = NONE
  6677.     End    
  6678.     AliasConditionState       = SOLD DAMAGED
  6679.     AliasConditionState       = SOLD REALLYDAMAGED
  6680.     AliasConditionState       = SOLD SNOW
  6681.     AliasConditionState       = SOLD DAMAGED SNOW
  6682.     AliasConditionState       = SOLD REALLYDAMAGED SNOW
  6683.     AliasConditionState       = SOLD NIGHT
  6684.     AliasConditionState       = SOLD DAMAGED NIGHT
  6685.     AliasConditionState       = SOLD REALLYDAMAGED NIGHT
  6686.     AliasConditionState       = SOLD NIGHT SNOW
  6687.     AliasConditionState       = SOLD DAMAGED NIGHT SNOW
  6688.     AliasConditionState       = SOLD REALLYDAMAGED NIGHT SNOW
  6689.   End
  6690.    
  6691.   ; ------------ construction-zone fence -----------------
  6692.   Draw = W3DModelDraw ModuleTag_05
  6693.   AnimationsRequirePower = No
  6694.     DefaultConditionState
  6695.       Model           = None
  6696.       TransitionKey   = DOWN_DEFAULT
  6697.     End
  6698.     ConditionState    = NIGHT
  6699.       Model           = None
  6700.       TransitionKey   = DOWN_DEFAULT
  6701.     End
  6702.     ConditionState    = SNOW
  6703.       Model           = None
  6704.       TransitionKey   = DOWN_DEFAULT
  6705.     End
  6706.     ConditionState    = SNOW NIGHT
  6707.       Model           = None
  6708.       TransitionKey   = DOWN_DEFAULT
  6709.     End
  6710.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  6711.       Model           = UBScudStrm_AB
  6712.       Animation       = UBScudStrm_AB.UBScudStrm_AB
  6713.       AnimationMode   = MANUAL
  6714.       Flags           = START_FRAME_LAST
  6715.       TransitionKey   = UP_DAY
  6716.     End
  6717.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  6718.       Model           = UBScudStrm_ABN
  6719.       Animation       = UBScudStrm_ABN.UBScudStrm_ABN
  6720.       AnimationMode   = MANUAL
  6721.       Flags           = START_FRAME_LAST
  6722.       TransitionKey   = UP_NIGHT
  6723.     End
  6724.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  6725.       Model           = UBScudStrm_ABS
  6726.       Animation       = UBScudStrm_ABS.UBScudStrm_ABS
  6727.       AnimationMode   = MANUAL
  6728.       Flags           = START_FRAME_LAST
  6729.       TransitionKey   = UP_SNOW
  6730.     End
  6731.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  6732.       Model           = UBScudStrm_ABSN
  6733.       Animation       = UBScudStrm_ABSN.UBScudStrm_ABSN
  6734.       AnimationMode   = MANUAL
  6735.       Flags           = START_FRAME_LAST
  6736.       TransitionKey   = UP_SNOWNIGHT
  6737.     End
  6738.     TransitionState   = DOWN_DEFAULT UP_DAY
  6739.       Model           = UBScudStrm_AB
  6740.       Animation       = UBScudStrm_AB.UBScudStrm_AB
  6741.       AnimationMode   = ONCE
  6742.       AnimationSpeedFactorRange = 1.0 1.0
  6743.       Flags           = START_FRAME_FIRST
  6744.     End
  6745.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  6746.       Model           = UBScudStrm_ABN
  6747.       Animation       = UBScudStrm_ABN.UBScudStrm_ABN
  6748.       AnimationMode   = ONCE
  6749.       AnimationSpeedFactorRange = 1.0 1.0
  6750.       Flags           = START_FRAME_FIRST
  6751.     End
  6752.     TransitionState   = DOWN_DEFAULT UP_SNOW
  6753.       Model           = UBScudStrm_ABS
  6754.       Animation       = UBScudStrm_ABS.UBScudStrm_ABS
  6755.       AnimationMode   = ONCE
  6756.       AnimationSpeedFactorRange = 1.0 1.0
  6757.       Flags           = START_FRAME_FIRST
  6758.     End
  6759.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  6760.       Model           = UBScudStrm_ABSN
  6761.       Animation       = UBScudStrm_ABSN.UBScudStrm_ABSN
  6762.       AnimationMode   = ONCE
  6763.       AnimationSpeedFactorRange = 1.0 1.0
  6764.       Flags           = START_FRAME_FIRST
  6765.     End
  6766.     TransitionState   = UP_DAY DOWN_DEFAULT
  6767.       Model           = UBScudStrm_AB
  6768.       Animation       = UBScudStrm_AB.UBScudStrm_AB
  6769.       AnimationMode   = ONCE_BACKWARDS
  6770.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  6771.       Flags           = START_FRAME_LAST
  6772.     End
  6773.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  6774.       Model           = UBScudStrm_ABN
  6775.       Animation       = UBScudStrm_ABN.UBScudStrm_ABN
  6776.       AnimationMode   = ONCE_BACKWARDS
  6777.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  6778.       Flags           = START_FRAME_LAST
  6779.     End
  6780.     TransitionState   = UP_SNOW DOWN_DEFAULT
  6781.       Model           = UBScudStrm_ABS
  6782.       Animation       = UBScudStrm_ABS.UBScudStrm_ABS
  6783.       AnimationMode   = ONCE_BACKWARDS
  6784.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  6785.       Flags           = START_FRAME_LAST
  6786.     End
  6787.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  6788.       Model           = UBScudStrm_ABSN
  6789.       Animation       = UBScudStrm_ABSN.UBScudStrm_ABSN
  6790.       AnimationMode   = ONCE_BACKWARDS
  6791.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  6792.       Flags           = START_FRAME_LAST
  6793.     End
  6794.   End
  6795.  
  6796.   ; ------------ under-construction scaffolding -----------------
  6797.   Draw = W3DModelDraw ModuleTag_06
  6798.   AnimationsRequirePower = No
  6799.     MinLODRequired = MEDIUM
  6800.     DefaultConditionState
  6801.       Model           = None
  6802.       TransitionKey   = DOWN_DEFAULT
  6803.     End
  6804.     ConditionState    = NIGHT
  6805.       Model           = None
  6806.       TransitionKey   = DOWN_DEFAULT
  6807.     End
  6808.     ConditionState    = SNOW
  6809.       Model           = None
  6810.       TransitionKey   = DOWN_DEFAULT
  6811.     End
  6812.     ConditionState    = SNOW NIGHT
  6813.       Model           = None
  6814.       TransitionKey   = DOWN_DEFAULT
  6815.     End
  6816.     ConditionState    = PARTIALLY_CONSTRUCTED
  6817.       Model           = UBScudStrm_AC
  6818.       Animation       = UBScudStrm_AC.UBScudStrm_AC
  6819.       AnimationMode   = MANUAL
  6820.       Flags           = START_FRAME_LAST
  6821.       TransitionKey   = UP_DAY
  6822.       ParticleSysBone = Dust01 BuildingDust
  6823.       ParticleSysBone = Smoke01 BuildUpSmoke
  6824.       ParticleSysBone = Smoke02 BuildUpSmoke
  6825.       ParticleSysBone = Smoke03 BuildUpSmoke
  6826.       ParticleSysBone = Smoke04 BuildUpSmoke
  6827.     End
  6828.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  6829.       Model           = UBScudStrm_ACN
  6830.       Animation       = UBScudStrm_ACN.UBScudStrm_ACN
  6831.       AnimationMode   = MANUAL
  6832.       Flags           = START_FRAME_LAST
  6833.       TransitionKey   = UP_NIGHT
  6834.       ParticleSysBone = Dust01 BuildingDust
  6835.       ParticleSysBone = Smoke01 BuildUpSmoke
  6836.       ParticleSysBone = Smoke02 BuildUpSmoke
  6837.       ParticleSysBone = Smoke03 BuildUpSmoke
  6838.       ParticleSysBone = Smoke04 BuildUpSmoke
  6839.     End    
  6840.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  6841.       Model           = UBScudStrm_ACS
  6842.       Animation       = UBScudStrm_ACS.UBScudStrm_ACS
  6843.       AnimationMode   = MANUAL
  6844.       Flags           = START_FRAME_LAST
  6845.       TransitionKey   = UP_SNOW
  6846.       ParticleSysBone = Dust01 BuildingSnowDust
  6847.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  6848.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  6849.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  6850.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  6851.     End   
  6852.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  6853.       Model           = UBScudStrm_ACSN
  6854.       Animation       = UBScudStrm_ACSN.UBScudStrm_ACSN
  6855.       AnimationMode   = MANUAL
  6856.       Flags           = START_FRAME_LAST
  6857.       TransitionKey   = UP_SNOWNIGHT
  6858.       ParticleSysBone = Dust01 BuildingNightSnowDust
  6859.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  6860.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  6861.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  6862.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  6863.     End 
  6864.     TransitionState   = DOWN_DEFAULT UP_DAY
  6865.      Model            = UBScudStrm_AC
  6866.       Animation       = UBScudStrm_AC.UBScudStrm_AC
  6867.       AnimationMode   = ONCE
  6868.       AnimationSpeedFactorRange = 1.0 1.0
  6869.       Flags           = START_FRAME_FIRST
  6870.     End
  6871.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  6872.      Model            = UBScudStrm_ACN
  6873.       Animation       = UBScudStrm_ACN.UBScudStrm_ACN
  6874.       AnimationMode   = ONCE
  6875.       AnimationSpeedFactorRange = 1.0 1.0
  6876.       Flags           = START_FRAME_FIRST
  6877.     End
  6878.     TransitionState   = DOWN_DEFAULT UP_SNOW
  6879.      Model            = UBScudStrm_ACS
  6880.       Animation       = UBScudStrm_ACS.UBScudStrm_ACS
  6881.       AnimationMode   = ONCE
  6882.       AnimationSpeedFactorRange = 1.0 1.0
  6883.       Flags           = START_FRAME_FIRST
  6884.     End
  6885.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  6886.      Model            = UBScudStrm_ACSN
  6887.       Animation       = UBScudStrm_ACSN.UBScudStrm_ACSN
  6888.       AnimationMode   = ONCE
  6889.       AnimationSpeedFactorRange = 1.0 1.0
  6890.       Flags           = START_FRAME_FIRST
  6891.     End
  6892.     TransitionState   = UP_DAY DOWN_DEFAULT
  6893.       Model           = UBScudStrm_AC
  6894.       Animation       = UBScudStrm_AC.UBScudStrm_AC
  6895.       AnimationMode   = ONCE_BACKWARDS
  6896.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  6897.       Flags           = START_FRAME_LAST
  6898.     End
  6899.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  6900.       Model           = UBScudStrm_ACN
  6901.       Animation       = UBScudStrm_ACN.UBScudStrm_ACN
  6902.       AnimationMode   = ONCE_BACKWARDS
  6903.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  6904.       Flags           = START_FRAME_LAST
  6905.     End
  6906.     TransitionState   = UP_SNOW DOWN_DEFAULT
  6907.       Model           = UBScudStrm_ACS
  6908.       Animation       = UBScudStrm_ACS.UBScudStrm_ACS
  6909.       AnimationMode   = ONCE_BACKWARDS
  6910.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  6911.       Flags           = START_FRAME_LAST
  6912.     End
  6913.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  6914.       Model           = UBScudStrm_ACSN
  6915.       Animation       = UBScudStrm_ACSN.UBScudStrm_ACSN
  6916.       AnimationMode   = ONCE_BACKWARDS
  6917.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  6918.       Flags           = START_FRAME_LAST
  6919.     End
  6920.   End
  6921.  
  6922.   PlacementViewAngle = -45
  6923.  
  6924.   ; ***DESIGN parameters ***
  6925.   DisplayName      = OBJECT:ScudStorm
  6926.   Side = GLA
  6927.   EditorSorting    = STRUCTURE
  6928.   Prerequisites
  6929.     Object = GLAPalace
  6930.   End
  6931.   BuildCost        = 5000
  6932.   BuildTime        = 60.0           ; in seconds
  6933.   EnergyProduction = 0
  6934.   CommandSet       = GLAScudStormCommandSet
  6935.   VisionRange     = 200.0           ; Shroud clearing distance
  6936.   ShroudClearingRange = 200
  6937.   WeaponSet
  6938.     Conditions = None 
  6939.     Weapon = PRIMARY ScudStormWeapon
  6940.     AutoChooseSources = PRIMARY NONE
  6941.   End
  6942.   ArmorSet
  6943.     Conditions      = None
  6944.     Armor           = StructureArmorTough
  6945.     DamageFX        = StructureDamageFXNoShake
  6946.   End
  6947.   ExperienceValue     = 400 400 400 400  ; Experience point value at each level
  6948.  
  6949.   ; *** AUDIO Parameters ***
  6950.   VoiceSelect = ScudStormSelect
  6951.   SoundDie              = BuildingDie
  6952.   SoundOnDamaged        = BuildingDamagedStateLight
  6953.   SoundOnReallyDamaged  = BuildingDestroy
  6954.  
  6955.   UnitSpecificSounds
  6956.     UnderConstruction     = UnderConstructionLoop
  6957.   End
  6958.  
  6959.   UnitSpecificSounds
  6960.   ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
  6961.     TurretMoveStart = NoSound
  6962.     TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
  6963.   End
  6964.  
  6965.   ; *** ENGINEERING Parameters ***
  6966.   RadarPriority   = STRUCTURE
  6967.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE
  6968.   Body            = StructureBody ModuleTag_07
  6969.     MaxHealth       = 4000.0
  6970.     InitialHealth   = 4000.0
  6971.   End
  6972.   Behavior        = RebuildHoleExposeDie ModuleTag_08
  6973.     HoleName      = GLAHoleScudStorm
  6974.     HoleMaxHealth = 500.0
  6975.   End 
  6976.  
  6977.   Behavior = AIUpdateInterface ModuleTag_09
  6978.   End
  6979.  
  6980.   Behavior    = OCLSpecialPower ModuleTag_10
  6981.     SpecialPowerTemplate = SuperweaponScudStorm
  6982.     OCL                  = SUPERWEAPON_ScudStorm
  6983.   End
  6984.   Behavior = SpecialPowerCreate ModuleTag_11
  6985.     ;nothing
  6986.   End
  6987.  
  6988.   Behavior = DestroyDie ModuleTag_12
  6989.     ;nothing
  6990.   End
  6991.   Behavior        = CreateObjectDie ModuleTag_13
  6992.     CreationList  = OCL_PoisonFieldMedium
  6993.     ExemptStatus  = UNDER_CONSTRUCTION
  6994.   End
  6995.   Behavior        = FXListDie ModuleTag_14
  6996.     DeathFX       = WeaponFX_BombTruckHighExplosiveBioBombDetonation
  6997.     ExemptStatus  = UNDER_CONSTRUCTION
  6998.   End
  6999.  
  7000.   Behavior = FlammableUpdate ModuleTag_16
  7001.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  7002.     AflameDamageAmount = 5       ; taking this much damage...
  7003.     AflameDamageDelay = 500       ; this often.
  7004.   End
  7005.  
  7006.   Behavior = RadiusDecalUpdate ModuleTag_17
  7007.     ; nothing
  7008.   End
  7009.  
  7010.   Behavior = TransitionDamageFX ModuleTag_18
  7011.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  7012.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  7013.     ;---------------------------------------------------------------------------------------
  7014.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  7015.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  7016.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  7017.   End
  7018.  
  7019.  
  7020.   Geometry            = BOX
  7021.   GeometryMajorRadius = 71.0
  7022.   GeometryMinorRadius = 67.0
  7023.   GeometryHeight      = 25.0
  7024.   GeometryIsSmall     = No
  7025.   Shadow          = SHADOW_VOLUME
  7026.   BuildCompletion = PLACED_BY_PLAYER
  7027.  
  7028. End
  7029.  
  7030. ;------------------------------------------------------------------------------
  7031. ObjectReskin GLAHoleScudStorm GLAHole
  7032.   Draw                     = W3DModelDraw ModuleTag_01
  7033.     OkToChangeModelColor   = Yes
  7034.     ConditionState         = NONE
  7035.       Model                = UBHole
  7036.     End
  7037.     ConditionState         = DAMAGED
  7038.       Model                = UBHole_D
  7039.       ParticleSysBone      = Smoke01 SteamVent
  7040.     End
  7041.     ConditionState         = REALLYDAMAGED RUBBLE
  7042.       Model                = UBHole_E
  7043.       ParticleSysBone      = Smoke01 SteamVent
  7044.       ParticleSysBone      = Smoke02 SteamVent
  7045.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  7046.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  7047.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  7048.     End
  7049.   End
  7050. ;Remove comments for this section and replace the model entries for the
  7051. ;pristine, and damage/reallydamaged rubble around the GLA hole below
  7052.  
  7053.   Draw                     = W3DModelDraw ModuleTag_02
  7054.     OkToChangeModelColor   = Yes
  7055.     ConditionState         = NONE
  7056.       Model                = UBScudStrm_R
  7057.     End
  7058.   End  
  7059. ;    ConditionState         = DAMAGED REALLYDAMAGED
  7060. ;      Model                = UBScudStrm_R
  7061. ;    End
  7062. ;  End
  7063. End
  7064.  
  7065. ;------------------------------------------------------------------------------
  7066. ;China Neutron Missile, NukeSilo, Nuke Silo
  7067. Object ChinaNuclearMissileLauncher
  7068.  
  7069.   ; *** ART Parameters ***
  7070.   SelectPortrait         = SNNukeMisl_L
  7071.   ButtonImage            = SNNukeMisl
  7072.   SelectPortrait = SNNukeMisl_L
  7073.   ButtonImage            = SNNukeMisl
  7074.   Draw = W3DModelDraw ModuleTag_01
  7075.     OkToChangeModelColor = Yes
  7076.     ; day
  7077.     ConditionState      = NONE
  7078.       Model             = NBNMissle
  7079.     End
  7080.     ConditionState      = SOLD
  7081.       Model             = NONE
  7082.     End  
  7083.     ConditionState      = SOLD SNOW
  7084.       Model             = NONE
  7085.  
  7086.     End   
  7087.     ConditionState      = SOLD NIGHT
  7088.       Model             = NONE
  7089.     End    
  7090.     ConditionState      = SOLD NIGHT SNOW
  7091.       Model             = NONE
  7092.     End     
  7093.     
  7094.     
  7095.     ConditionState      = DAMAGED
  7096.       Model             = NBNMissle_D
  7097.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7098.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7099.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7100.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7101.       ParticleSysBone   = Smoke01 SmolderingFire
  7102.       ParticleSysBone   = Smoke02 SmolderingFire
  7103.       ParticleSysBone   = Smoke03 SmolderingFire
  7104.       ParticleSysBone   = Smoke04 SmolderingFire
  7105.     End
  7106.      ConditionState     = REALLYDAMAGED RUBBLE
  7107.       Model             = NBNMissle_E
  7108.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7109.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7110.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7111.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7112.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7113.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7114.       ParticleSysBone   = Smoke01 SmolderingFire
  7115.       ParticleSysBone   = Smoke02 SmolderingFire
  7116.       ParticleSysBone   = Smoke03 SmolderingFire
  7117.       ParticleSysBone   = Smoke04 SmolderingFire
  7118.       ParticleSysBone   = Smoke05 SmolderingFire
  7119.       ParticleSysBone   = Smoke06 SmolderingFire
  7120.     End 
  7121.     ConditionState      = AWAITING_CONSTRUCTION
  7122.       Model             = None
  7123.     End
  7124.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  7125.       Model             = NBNMissle
  7126.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7127.     END   
  7128.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  7129.       Model             = NBNMissle_D
  7130.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7131.     END   
  7132.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
  7133.       Model             = NBNMissle_E
  7134.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7135.     END   
  7136.     ConditionState      = DOOR_1_OPENING
  7137.       Model             = NBNMissle_A2
  7138.       Animation         = NBNMissle_A2.NBNMissle_A2
  7139.       AnimationMode     = ONCE
  7140.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7141.     End   
  7142.     ConditionState      = DOOR_1_WAITING_OPEN
  7143.       Model             = NBNMissle_A2
  7144.       Animation         = NBNMissle_A2.NBNMissle_A2
  7145.       AnimationMode     = MANUAL
  7146.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7147.       WeaponLaunchBone  = PRIMARY RockPos
  7148.       ParticleSysBone   = Steam01 BigMissileSteam
  7149.       ParticleSysBone   = Steam02 BigMissileSteam
  7150.     End   
  7151.     ConditionState      = DOOR_1_WAITING_TO_CLOSE
  7152.       Model             = NBNMissle_A3
  7153.       Animation         = NBNMissle_A3.NBNMissle_A3
  7154.       AnimationMode     = MANUAL
  7155.       Flags             = START_FRAME_FIRST
  7156.       WeaponLaunchBone  = PRIMARY RockPos
  7157.     End   
  7158.     ConditionState      = DOOR_1_CLOSING
  7159.       Model             = NBNMissle_A3
  7160.       Animation         = NBNMissle_A3.NBNMissle_A3
  7161.       AnimationMode     = ONCE
  7162.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7163.     End   
  7164.     ConditionState      = DOOR_1_OPENING DAMAGED 
  7165.       Model             = NBNMissle_A2D
  7166.       Animation         = NBNMissle_A2D.NBNMissle_A2D
  7167.       AnimationMode     = ONCE
  7168.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7169.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7170.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7171.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7172.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7173.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7174.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7175.       ParticleSysBone   = Smoke01 SmolderingFire
  7176.       ParticleSysBone   = Smoke02 SmolderingFire
  7177.       ParticleSysBone   = Smoke03 SmolderingFire
  7178.       ParticleSysBone   = Smoke04 SmolderingFire
  7179.       ParticleSysBone   = Smoke05 SmolderingFire
  7180.       ParticleSysBone   = Smoke06 SmolderingFire
  7181.  
  7182.       ParticleSysBone   = Steam01 BigMissileSteam
  7183.       ParticleSysBone   = Steam02 BigMissileSteam
  7184.     End   
  7185.     ConditionState      = DOOR_1_WAITING_OPEN DAMAGED 
  7186.       Model             = NBNMissle_A2D
  7187.       Animation         = NBNMissle_A2D.NBNMissle_A2D
  7188.       AnimationMode     = MANUAL
  7189.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7190.       WeaponLaunchBone  = PRIMARY RockPos
  7191.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7192.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7193.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7194.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7195.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7196.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7197.       ParticleSysBone   = Smoke01 SmolderingFire
  7198.       ParticleSysBone   = Smoke02 SmolderingFire
  7199.       ParticleSysBone   = Smoke03 SmolderingFire
  7200.       ParticleSysBone   = Smoke04 SmolderingFire
  7201.       ParticleSysBone   = Smoke05 SmolderingFire
  7202.       ParticleSysBone   = Smoke06 SmolderingFire
  7203.       ParticleSysBone   = Steam01 BigMissileSteam
  7204.       ParticleSysBone   = Steam02 BigMissileSteam
  7205.     End   
  7206.     ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED 
  7207.       Model             = NBNMissle_A3D
  7208.       Animation         = NBNMissle_A3D.NBNMissle_A3D
  7209.       AnimationMode     = MANUAL
  7210.       Flags             = START_FRAME_FIRST
  7211.       WeaponLaunchBone  = PRIMARY RockPos
  7212.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7213.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7214.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7215.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7216.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7217.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7218.       ParticleSysBone   = Smoke01 SmolderingFire
  7219.       ParticleSysBone   = Smoke02 SmolderingFire
  7220.       ParticleSysBone   = Smoke03 SmolderingFire
  7221.       ParticleSysBone   = Smoke04 SmolderingFire
  7222.       ParticleSysBone   = Smoke05 SmolderingFire
  7223.       ParticleSysBone   = Smoke06 SmolderingFire
  7224.     End   
  7225.     ConditionState      = DOOR_1_CLOSING DAMAGED 
  7226.       Model             = NBNMissle_A3D
  7227.       Animation         = NBNMissle_A3D.NBNMissle_A3D
  7228.       AnimationMode     = ONCE
  7229.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7230.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7231.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7232.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7233.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7234.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7235.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7236.       ParticleSysBone   = Smoke01 SmolderingFire
  7237.       ParticleSysBone   = Smoke02 SmolderingFire
  7238.       ParticleSysBone   = Smoke03 SmolderingFire
  7239.       ParticleSysBone   = Smoke04 SmolderingFire
  7240.       ParticleSysBone   = Smoke05 SmolderingFire
  7241.       ParticleSysBone   = Smoke06 SmolderingFire
  7242.     End   
  7243.     ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE 
  7244.       Model             = NBNMissle_A2E
  7245.       Animation         = NBNMissle_A2E.NBNMissle_A2E
  7246.       AnimationMode     = ONCE
  7247.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7248.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7249.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7250.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7251.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7252.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7253.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7254.       ParticleSysBone   = Smoke01 SmolderingFire
  7255.       ParticleSysBone   = Smoke02 SmolderingFire
  7256.       ParticleSysBone   = Smoke03 SmolderingFire
  7257.       ParticleSysBone   = Smoke04 SmolderingFire
  7258.       ParticleSysBone   = Smoke05 SmolderingFire
  7259.       ParticleSysBone   = Smoke06 SmolderingFire
  7260.       ParticleSysBone   = Steam01 BigMissileSteam
  7261.       ParticleSysBone   = Steam02 BigMissileSteam
  7262.     End   
  7263.     ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 
  7264.       Model             = NBNMissle_A2E
  7265.       Animation         = NBNMissle_A2E.NBNMissle_A2E
  7266.       AnimationMode     = MANUAL
  7267.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7268.       WeaponLaunchBone  = PRIMARY RockPos
  7269.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7270.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7271.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7272.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7273.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7274.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7275.       ParticleSysBone   = Smoke01 SmolderingFire
  7276.       ParticleSysBone   = Smoke02 SmolderingFire
  7277.       ParticleSysBone   = Smoke03 SmolderingFire
  7278.       ParticleSysBone   = Smoke04 SmolderingFire
  7279.       ParticleSysBone   = Smoke05 SmolderingFire
  7280.       ParticleSysBone   = Smoke06 SmolderingFire
  7281.       ParticleSysBone   = Steam01 BigMissileSteam
  7282.       ParticleSysBone   = Steam02 BigMissileSteam
  7283.     End   
  7284.     ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 
  7285.       Model             = NBNMissle_A3E
  7286.       Animation         = NBNMissle_A3E.NBNMissle_A3E
  7287.       AnimationMode     = MANUAL
  7288.       Flags             = START_FRAME_FIRST
  7289.       WeaponLaunchBone  = PRIMARY RockPos
  7290.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7291.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7292.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7293.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7294.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7295.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7296.       ParticleSysBone   = Smoke01 SmolderingFire
  7297.       ParticleSysBone   = Smoke02 SmolderingFire
  7298.       ParticleSysBone   = Smoke03 SmolderingFire
  7299.       ParticleSysBone   = Smoke04 SmolderingFire
  7300.       ParticleSysBone   = Smoke05 SmolderingFire
  7301.       ParticleSysBone   = Smoke06 SmolderingFire
  7302.     End   
  7303.     ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 
  7304.       Model             = NBNMissle_A3E
  7305.       Animation         = NBNMissle_A3E.NBNMissle_A3E
  7306.       AnimationMode     = ONCE
  7307.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7308.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7309.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7310.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7311.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7312.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7313.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7314.       ParticleSysBone   = Smoke01 SmolderingFire
  7315.       ParticleSysBone   = Smoke02 SmolderingFire
  7316.       ParticleSysBone   = Smoke03 SmolderingFire
  7317.       ParticleSysBone   = Smoke04 SmolderingFire
  7318.       ParticleSysBone   = Smoke05 SmolderingFire
  7319.       ParticleSysBone   = Smoke06 SmolderingFire
  7320.     End   
  7321.  
  7322.     ; night
  7323.     ConditionState      = NIGHT
  7324.       Model             = NBNMissle_N
  7325.     End
  7326.     ConditionState      = DAMAGED NIGHT
  7327.       Model             = NBNMissle_DN
  7328.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7329.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7330.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7331.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7332.       ParticleSysBone   = Smoke01 SmolderingFire
  7333.       ParticleSysBone   = Smoke02 SmolderingFire
  7334.       ParticleSysBone   = Smoke03 SmolderingFire
  7335.       ParticleSysBone   = Smoke04 SmolderingFire
  7336.     End
  7337.      ConditionState     = REALLYDAMAGED RUBBLE NIGHT
  7338.       Model             = NBNMissle_EN
  7339.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7340.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7341.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7342.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7343.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7344.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7345.       ParticleSysBone   = Smoke01 SmolderingFire
  7346.       ParticleSysBone   = Smoke02 SmolderingFire
  7347.       ParticleSysBone   = Smoke03 SmolderingFire
  7348.       ParticleSysBone   = Smoke04 SmolderingFire
  7349.       ParticleSysBone   = Smoke05 SmolderingFire
  7350.       ParticleSysBone   = Smoke06 SmolderingFire
  7351.     End
  7352.     ConditionState      = AWAITING_CONSTRUCTION NIGHT
  7353.       Model             = None
  7354.     End
  7355.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  7356.       Model             = NBNMissle_N
  7357.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7358.     END       
  7359.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  7360.       Model             = NBNMissle_DN
  7361.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7362.     END       
  7363.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  7364.       Model             = NBNMissle_EN
  7365.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7366.     END       
  7367.     ConditionState      = DOOR_1_OPENING NIGHT
  7368.       Model             = NBNMissle_A2N
  7369.       Animation         = NBNMissle_A2N.NBNMissle_A2N
  7370.       AnimationMode     = ONCE
  7371.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7372.     End   
  7373.     ConditionState      = DOOR_1_WAITING_OPEN NIGHT
  7374.       Model             = NBNMissle_A2N
  7375.       Animation         = NBNMissle_A2N.NBNMissle_A2N
  7376.       AnimationMode     = MANUAL
  7377.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7378.       WeaponLaunchBone  = PRIMARY RockPos
  7379.       ParticleSysBone   = Steam01 BigMissileSteam
  7380.       ParticleSysBone   = Steam02 BigMissileSteam
  7381.     End   
  7382.     ConditionState      = DOOR_1_WAITING_TO_CLOSE NIGHT
  7383.       Model             = NBNMissle_A3N
  7384.       Animation         = NBNMissle_A3N.NBNMissle_A3N
  7385.       AnimationMode     = MANUAL
  7386.       Flags             = START_FRAME_FIRST
  7387.       WeaponLaunchBone  = PRIMARY RockPos
  7388.     End   
  7389.     ConditionState      = DOOR_1_CLOSING NIGHT
  7390.       Model             = NBNMissle_A3N
  7391.       Animation         = NBNMissle_A3N.NBNMissle_A3N
  7392.       AnimationMode     = ONCE
  7393.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7394.     End   
  7395.     ConditionState      = DOOR_1_OPENING DAMAGED NIGHT
  7396.       Model             = NBNMissle_A2DN
  7397.       Animation         = NBNMissle_A2DN.NBNMissle_A2DN
  7398.       AnimationMode     = ONCE
  7399.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7400.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7401.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7402.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7403.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7404.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7405.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7406.       ParticleSysBone   = Smoke01 SmolderingFire
  7407.       ParticleSysBone   = Smoke02 SmolderingFire
  7408.       ParticleSysBone   = Smoke03 SmolderingFire
  7409.       ParticleSysBone   = Smoke04 SmolderingFire
  7410.       ParticleSysBone   = Smoke05 SmolderingFire
  7411.       ParticleSysBone   = Smoke06 SmolderingFire
  7412.       ParticleSysBone   = Steam01 BigMissileSteam
  7413.       ParticleSysBone   = Steam02 BigMissileSteam
  7414.     End   
  7415.     ConditionState      = DOOR_1_WAITING_OPEN DAMAGED NIGHT
  7416.       Model             = NBNMissle_A2DN
  7417.       Animation         = NBNMissle_A2DN.NBNMissle_A2DN
  7418.       AnimationMode     = MANUAL
  7419.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7420.       WeaponLaunchBone  = PRIMARY RockPos
  7421.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7422.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7423.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7424.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7425.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7426.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7427.       ParticleSysBone   = Smoke01 SmolderingFire
  7428.       ParticleSysBone   = Smoke02 SmolderingFire
  7429.       ParticleSysBone   = Smoke03 SmolderingFire
  7430.       ParticleSysBone   = Smoke04 SmolderingFire
  7431.       ParticleSysBone   = Smoke05 SmolderingFire
  7432.       ParticleSysBone   = Smoke06 SmolderingFire
  7433.       ParticleSysBone   = Steam01 BigMissileSteam
  7434.       ParticleSysBone   = Steam02 BigMissileSteam
  7435.     End   
  7436.     ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT
  7437.       Model             = NBNMissle_A3DN
  7438.       Animation         = NBNMissle_A3DN.NBNMissle_A3DN
  7439.       AnimationMode     = MANUAL
  7440.       Flags             = START_FRAME_FIRST
  7441.       WeaponLaunchBone  = PRIMARY RockPos
  7442.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7443.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7444.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7445.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7446.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7447.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7448.       ParticleSysBone   = Smoke01 SmolderingFire
  7449.       ParticleSysBone   = Smoke02 SmolderingFire
  7450.       ParticleSysBone   = Smoke03 SmolderingFire
  7451.       ParticleSysBone   = Smoke04 SmolderingFire
  7452.       ParticleSysBone   = Smoke05 SmolderingFire
  7453.       ParticleSysBone   = Smoke06 SmolderingFire
  7454.     End   
  7455.     ConditionState      = DOOR_1_CLOSING DAMAGED NIGHT
  7456.       Model             = NBNMissle_A3DN
  7457.       Animation         = NBNMissle_A3DN.NBNMissle_A3DN
  7458.       AnimationMode     = ONCE
  7459.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7460.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7461.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7462.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7463.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7464.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7465.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7466.       ParticleSysBone   = Smoke01 SmolderingFire
  7467.       ParticleSysBone   = Smoke02 SmolderingFire
  7468.       ParticleSysBone   = Smoke03 SmolderingFire
  7469.       ParticleSysBone   = Smoke04 SmolderingFire
  7470.       ParticleSysBone   = Smoke05 SmolderingFire
  7471.       ParticleSysBone   = Smoke06 SmolderingFire
  7472.     End   
  7473.     ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT
  7474.       Model             = NBNMissle_A2EN
  7475.       Animation         = NBNMissle_A2EN.NBNMissle_A2EN
  7476.       AnimationMode     = ONCE
  7477.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7478.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7479.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7480.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7481.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7482.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7483.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7484.       ParticleSysBone   = Smoke01 SmolderingFire
  7485.       ParticleSysBone   = Smoke02 SmolderingFire
  7486.       ParticleSysBone   = Smoke03 SmolderingFire
  7487.       ParticleSysBone   = Smoke04 SmolderingFire
  7488.       ParticleSysBone   = Smoke05 SmolderingFire
  7489.       ParticleSysBone   = Smoke06 SmolderingFire
  7490.       ParticleSysBone   = Steam01 BigMissileSteam
  7491.       ParticleSysBone   = Steam02 BigMissileSteam
  7492.     End   
  7493.     ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT
  7494.       Model             = NBNMissle_A2EN
  7495.       Animation         = NBNMissle_A2EN.NBNMissle_A2EN
  7496.       AnimationMode     = MANUAL
  7497.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7498.       WeaponLaunchBone  = PRIMARY RockPos
  7499.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7500.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7501.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7502.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7503.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7504.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7505.       ParticleSysBone   = Smoke01 SmolderingFire
  7506.       ParticleSysBone   = Smoke02 SmolderingFire
  7507.       ParticleSysBone   = Smoke03 SmolderingFire
  7508.       ParticleSysBone   = Smoke04 SmolderingFire
  7509.       ParticleSysBone   = Smoke05 SmolderingFire
  7510.       ParticleSysBone   = Smoke06 SmolderingFire
  7511.       ParticleSysBone   = Steam01 BigMissileSteam
  7512.       ParticleSysBone   = Steam02 BigMissileSteam
  7513.     End   
  7514.     ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT
  7515.       Model             = NBNMissle_A3EN
  7516.       Animation         = NBNMissle_A3EN.NBNMissle_A3EN
  7517.       AnimationMode     = MANUAL
  7518.       Flags             = START_FRAME_FIRST
  7519.       WeaponLaunchBone  = PRIMARY RockPos
  7520.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7521.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7522.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7523.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7524.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7525.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7526.       ParticleSysBone   = Smoke01 SmolderingFire
  7527.       ParticleSysBone   = Smoke02 SmolderingFire
  7528.       ParticleSysBone   = Smoke03 SmolderingFire
  7529.       ParticleSysBone   = Smoke04 SmolderingFire
  7530.       ParticleSysBone   = Smoke05 SmolderingFire
  7531.       ParticleSysBone   = Smoke06 SmolderingFire
  7532.     End   
  7533.     ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT
  7534.       Model             = NBNMissle_A3EN
  7535.       Animation         = NBNMissle_A3EN.NBNMissle_A3EN
  7536.       AnimationMode     = ONCE
  7537.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7538.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7539.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7540.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7541.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7542.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7543.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7544.       ParticleSysBone   = Smoke01 SmolderingFire
  7545.       ParticleSysBone   = Smoke02 SmolderingFire
  7546.       ParticleSysBone   = Smoke03 SmolderingFire
  7547.       ParticleSysBone   = Smoke04 SmolderingFire
  7548.       ParticleSysBone   = Smoke05 SmolderingFire
  7549.       ParticleSysBone   = Smoke06 SmolderingFire
  7550.     End   
  7551.     
  7552.     ;-------------- SNOW! --------------------
  7553.     
  7554.         ConditionState      = SNOW
  7555.       Model             = NBNMissle_S
  7556.     End
  7557.     
  7558.     ConditionState      = DAMAGED SNOW
  7559.       Model             = NBNMissle_DS
  7560.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7561.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7562.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7563.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7564.       ParticleSysBone   = Smoke01 SmolderingFire
  7565.       ParticleSysBone   = Smoke02 SmolderingFire
  7566.       ParticleSysBone   = Smoke03 SmolderingFire
  7567.       ParticleSysBone   = Smoke04 SmolderingFire
  7568.     End
  7569.      ConditionState     = REALLYDAMAGED RUBBLE SNOW
  7570.       Model             = NBNMissle_ES
  7571.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7572.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7573.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7574.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7575.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7576.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7577.       ParticleSysBone   = Smoke01 SmolderingFire
  7578.       ParticleSysBone   = Smoke02 SmolderingFire
  7579.       ParticleSysBone   = Smoke03 SmolderingFire
  7580.       ParticleSysBone   = Smoke04 SmolderingFire
  7581.       ParticleSysBone   = Smoke05 SmolderingFire
  7582.       ParticleSysBone   = Smoke06 SmolderingFire
  7583.     End 
  7584.     ConditionState      = AWAITING_CONSTRUCTION SNOW
  7585.       Model             = None
  7586.     End
  7587.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  7588.       Model             = NBNMissle_S
  7589.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7590.     END   
  7591.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  7592.       Model             = NBNMissle_DS
  7593.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7594.     END   
  7595.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  7596.       Model             = NBNMissle_ES
  7597.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7598.     END   
  7599.     ConditionState      = DOOR_1_OPENING SNOW
  7600.       Model             = NBNMissle_A2S
  7601.       Animation         = NBNMissle_A2S.NBNMissle_A2S
  7602.       AnimationMode     = ONCE
  7603.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7604.     End   
  7605.     ConditionState      = DOOR_1_WAITING_OPEN SNOW
  7606.       Model             = NBNMissle_A2S
  7607.       Animation         = NBNMissle_A2S.NBNMissle_A2S
  7608.       AnimationMode     = MANUAL
  7609.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7610.       WeaponLaunchBone  = PRIMARY RockPos
  7611.       ParticleSysBone   = Steam01 BigMissileSteam
  7612.       ParticleSysBone   = Steam02 BigMissileSteam
  7613.     End   
  7614.     ConditionState      = DOOR_1_WAITING_TO_CLOSE SNOW
  7615.       Model             = NBNMissle_A3S
  7616.       Animation         = NBNMissle_A3S.NBNMissle_A3S
  7617.       AnimationMode     = MANUAL
  7618.       Flags             = START_FRAME_FIRST
  7619.       WeaponLaunchBone  = PRIMARY RockPos
  7620.     End   
  7621.     ConditionState      = DOOR_1_CLOSING SNOW
  7622.       Model             = NBNMissle_A3S
  7623.       Animation         = NBNMissle_A3S.NBNMissle_A3S
  7624.       AnimationMode     = ONCE
  7625.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7626.     End   
  7627.     ConditionState      = DOOR_1_OPENING DAMAGED SNOW
  7628.       Model             = NBNMissle_A2DS
  7629.       Animation         = NBNMissle_A2DS.NBNMissle_A2DS
  7630.       AnimationMode     = ONCE
  7631.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7632.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7633.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7634.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7635.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7636.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7637.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7638.       ParticleSysBone   = Smoke01 SmolderingFire
  7639.       ParticleSysBone   = Smoke02 SmolderingFire
  7640.       ParticleSysBone   = Smoke03 SmolderingFire
  7641.       ParticleSysBone   = Smoke04 SmolderingFire
  7642.       ParticleSysBone   = Smoke05 SmolderingFire
  7643.       ParticleSysBone   = Smoke06 SmolderingFire
  7644.       ParticleSysBone   = Steam01 BigMissileSteam
  7645.       ParticleSysBone   = Steam02 BigMissileSteam
  7646.     End   
  7647.     ConditionState      = DOOR_1_WAITING_OPEN DAMAGED SNOW
  7648.       Model             = NBNMissle_A2DS
  7649.       Animation         = NBNMissle_A2DS.NBNMissle_A2DS
  7650.       AnimationMode     = MANUAL
  7651.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7652.       WeaponLaunchBone  = PRIMARY RockPos
  7653.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7654.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7655.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7656.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7657.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7658.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7659.       ParticleSysBone   = Smoke01 SmolderingFire
  7660.       ParticleSysBone   = Smoke02 SmolderingFire
  7661.       ParticleSysBone   = Smoke03 SmolderingFire
  7662.       ParticleSysBone   = Smoke04 SmolderingFire
  7663.       ParticleSysBone   = Smoke05 SmolderingFire
  7664.       ParticleSysBone   = Smoke06 SmolderingFire
  7665.       ParticleSysBone   = Steam01 BigMissileSteam
  7666.       ParticleSysBone   = Steam02 BigMissileSteam
  7667.     End   
  7668.     ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW
  7669.       Model             = NBNMissle_A3DS
  7670.       Animation         = NBNMissle_A3DS.NBNMissle_A3DS
  7671.       AnimationMode     = MANUAL
  7672.       Flags             = START_FRAME_FIRST
  7673.       WeaponLaunchBone  = PRIMARY RockPos
  7674.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7675.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7676.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7677.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7678.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7679.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7680.       ParticleSysBone   = Smoke01 SmolderingFire
  7681.       ParticleSysBone   = Smoke02 SmolderingFire
  7682.       ParticleSysBone   = Smoke03 SmolderingFire
  7683.       ParticleSysBone   = Smoke04 SmolderingFire
  7684.       ParticleSysBone   = Smoke05 SmolderingFire
  7685.       ParticleSysBone   = Smoke06 SmolderingFire
  7686.     End   
  7687.     ConditionState      = DOOR_1_CLOSING DAMAGED SNOW
  7688.       Model             = NBNMissle_A3DS
  7689.       Animation         = NBNMissle_A3DS.NBNMissle_A3DS
  7690.       AnimationMode     = ONCE
  7691.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7692.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7693.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7694.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7695.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7696.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7697.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7698.       ParticleSysBone   = Smoke01 SmolderingFire
  7699.       ParticleSysBone   = Smoke02 SmolderingFire
  7700.       ParticleSysBone   = Smoke03 SmolderingFire
  7701.       ParticleSysBone   = Smoke04 SmolderingFire
  7702.       ParticleSysBone   = Smoke05 SmolderingFire
  7703.       ParticleSysBone   = Smoke06 SmolderingFire
  7704.     End   
  7705.     ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW
  7706.       Model             = NBNMissle_A2ES
  7707.       Animation         = NBNMissle_A2ES.NBNMissle_A2ES
  7708.       AnimationMode     = ONCE
  7709.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7710.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7711.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7712.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7713.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7714.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7715.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7716.       ParticleSysBone   = Smoke01 SmolderingFire
  7717.       ParticleSysBone   = Smoke02 SmolderingFire
  7718.       ParticleSysBone   = Smoke03 SmolderingFire
  7719.       ParticleSysBone   = Smoke04 SmolderingFire
  7720.       ParticleSysBone   = Smoke05 SmolderingFire
  7721.       ParticleSysBone   = Smoke06 SmolderingFire
  7722.       ParticleSysBone   = Steam01 BigMissileSteam
  7723.       ParticleSysBone   = Steam02 BigMissileSteam
  7724.     End   
  7725.     ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW
  7726.       Model             = NBNMissle_A2ES
  7727.       Animation         = NBNMissle_A2ES.NBNMissle_A2ES
  7728.       AnimationMode     = MANUAL
  7729.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7730.       WeaponLaunchBone  = PRIMARY RockPos
  7731.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7732.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7733.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7734.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7735.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7736.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7737.       ParticleSysBone   = Smoke01 SmolderingFire
  7738.       ParticleSysBone   = Smoke02 SmolderingFire
  7739.       ParticleSysBone   = Smoke03 SmolderingFire
  7740.       ParticleSysBone   = Smoke04 SmolderingFire
  7741.       ParticleSysBone   = Smoke05 SmolderingFire
  7742.       ParticleSysBone   = Smoke06 SmolderingFire
  7743.       ParticleSysBone   = Steam01 BigMissileSteam
  7744.       ParticleSysBone   = Steam02 BigMissileSteam
  7745.     End   
  7746.     ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW
  7747.       Model             = NBNMissle_A3ES
  7748.       Animation         = NBNMissle_A3ES.NBNMissle_A3ES
  7749.       AnimationMode     = MANUAL
  7750.       Flags             = START_FRAME_FIRST
  7751.       WeaponLaunchBone  = PRIMARY RockPos
  7752.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7753.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7754.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7755.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7756.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7757.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7758.       ParticleSysBone   = Smoke01 SmolderingFire
  7759.       ParticleSysBone   = Smoke02 SmolderingFire
  7760.       ParticleSysBone   = Smoke03 SmolderingFire
  7761.       ParticleSysBone   = Smoke04 SmolderingFire
  7762.       ParticleSysBone   = Smoke05 SmolderingFire
  7763.       ParticleSysBone   = Smoke06 SmolderingFire
  7764.     End   
  7765.     ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW
  7766.       Model             = NBNMissle_A3ES
  7767.       Animation         = NBNMissle_A3ES.NBNMissle_A3ES
  7768.       AnimationMode     = ONCE
  7769.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7770.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7771.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7772.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7773.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7774.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7775.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7776.       ParticleSysBone   = Smoke01 SmolderingFire
  7777.       ParticleSysBone   = Smoke02 SmolderingFire
  7778.       ParticleSysBone   = Smoke03 SmolderingFire
  7779.       ParticleSysBone   = Smoke04 SmolderingFire
  7780.       ParticleSysBone   = Smoke05 SmolderingFire
  7781.       ParticleSysBone   = Smoke06 SmolderingFire
  7782.     End   
  7783.  
  7784.     ; night
  7785.     ConditionState      = NIGHT SNOW
  7786.       Model             = NBNMissle_NS
  7787.     End
  7788.     ConditionState      = DAMAGED NIGHT SNOW
  7789.       Model             = NBNMissle_DNS
  7790.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7791.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7792.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7793.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7794.       ParticleSysBone   = Smoke01 SmolderingFire
  7795.       ParticleSysBone   = Smoke02 SmolderingFire
  7796.       ParticleSysBone   = Smoke03 SmolderingFire
  7797.       ParticleSysBone   = Smoke04 SmolderingFire
  7798.     End
  7799.      ConditionState     = REALLYDAMAGED RUBBLE NIGHT SNOW
  7800.       Model             = NBNMissle_ENS
  7801.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7802.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7803.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7804.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7805.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7806.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7807.       ParticleSysBone   = Smoke01 SmolderingFire
  7808.       ParticleSysBone   = Smoke02 SmolderingFire
  7809.       ParticleSysBone   = Smoke03 SmolderingFire
  7810.       ParticleSysBone   = Smoke04 SmolderingFire
  7811.       ParticleSysBone   = Smoke05 SmolderingFire
  7812.       ParticleSysBone   = Smoke06 SmolderingFire
  7813.     End
  7814.     ConditionState      = AWAITING_CONSTRUCTION NIGHT SNOW
  7815.       Model             = None
  7816.     End
  7817.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  7818.       Model             = NBNMissle_NS
  7819.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7820.     END       
  7821.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  7822.       Model             = NBNMissle_DNS
  7823.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7824.     END       
  7825.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  7826.       Model             = NBNMissle_ENS
  7827.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  7828.     END       
  7829.     ConditionState      = DOOR_1_OPENING NIGHT SNOW
  7830.       Model             = NBNMissle_A2NS
  7831.       Animation         = NBNMissle_A2NS.NBNMissle_A2NS
  7832.       AnimationMode     = ONCE
  7833.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7834.     End   
  7835.     ConditionState      = DOOR_1_WAITING_OPEN NIGHT SNOW
  7836.       Model             = NBNMissle_A2NS
  7837.       Animation         = NBNMissle_A2NS.NBNMissle_A2NS
  7838.       AnimationMode     = MANUAL
  7839.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7840.       WeaponLaunchBone  = PRIMARY RockPos
  7841.       ParticleSysBone   = Steam01 BigMissileSteam
  7842.       ParticleSysBone   = Steam02 BigMissileSteam
  7843.     End   
  7844.     ConditionState      = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW
  7845.       Model             = NBNMissle_A3NS
  7846.       Animation         = NBNMissle_A3NS.NBNMissle_A3NS
  7847.       AnimationMode     = MANUAL
  7848.       Flags             = START_FRAME_FIRST
  7849.       WeaponLaunchBone  = PRIMARY RockPos
  7850.     End   
  7851.     ConditionState      = DOOR_1_CLOSING NIGHT SNOW
  7852.       Model             = NBNMissle_A3NS
  7853.       Animation         = NBNMissle_A3NS.NBNMissle_A3NS
  7854.       AnimationMode     = ONCE
  7855.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7856.     End   
  7857.     ConditionState      = DOOR_1_OPENING DAMAGED NIGHT SNOW
  7858.       Model             = NBNMissle_A2DNS
  7859.       Animation         = NBNMissle_A2DNS.NBNMissle_A2DNS
  7860.       AnimationMode     = ONCE
  7861.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7862.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7863.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7864.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7865.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7866.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7867.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7868.       ParticleSysBone   = Smoke01 SmolderingFire
  7869.       ParticleSysBone   = Smoke02 SmolderingFire
  7870.       ParticleSysBone   = Smoke03 SmolderingFire
  7871.       ParticleSysBone   = Smoke04 SmolderingFire
  7872.       ParticleSysBone   = Smoke05 SmolderingFire
  7873.       ParticleSysBone   = Smoke06 SmolderingFire
  7874.       ParticleSysBone   = Steam01 BigMissileSteam
  7875.       ParticleSysBone   = Steam02 BigMissileSteam
  7876.     End   
  7877.     ConditionState      = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW
  7878.       Model             = NBNMissle_A2DNS
  7879.       Animation         = NBNMissle_A2DNS.NBNMissle_A2DNS
  7880.       AnimationMode     = MANUAL
  7881.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7882.       WeaponLaunchBone  = PRIMARY RockPos
  7883.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7884.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7885.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7886.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7887.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7888.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7889.       ParticleSysBone   = Smoke01 SmolderingFire
  7890.       ParticleSysBone   = Smoke02 SmolderingFire
  7891.       ParticleSysBone   = Smoke03 SmolderingFire
  7892.       ParticleSysBone   = Smoke04 SmolderingFire
  7893.       ParticleSysBone   = Smoke05 SmolderingFire
  7894.       ParticleSysBone   = Smoke06 SmolderingFire
  7895.       ParticleSysBone   = Steam01 BigMissileSteam
  7896.       ParticleSysBone   = Steam02 BigMissileSteam
  7897.     End   
  7898.     ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW
  7899.       Model             = NBNMissle_A3DNS
  7900.       Animation         = NBNMissle_A3DNS.NBNMissle_A3DNS
  7901.       AnimationMode     = MANUAL
  7902.       Flags             = START_FRAME_FIRST
  7903.       WeaponLaunchBone  = PRIMARY RockPos
  7904.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7905.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7906.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7907.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7908.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7909.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7910.       ParticleSysBone   = Smoke01 SmolderingFire
  7911.       ParticleSysBone   = Smoke02 SmolderingFire
  7912.       ParticleSysBone   = Smoke03 SmolderingFire
  7913.       ParticleSysBone   = Smoke04 SmolderingFire
  7914.       ParticleSysBone   = Smoke05 SmolderingFire
  7915.       ParticleSysBone   = Smoke06 SmolderingFire
  7916.     End   
  7917.     ConditionState      = DOOR_1_CLOSING DAMAGED NIGHT SNOW
  7918.       Model             = NBNMissle_A3DNS
  7919.       Animation         = NBNMissle_A3DNS.NBNMissle_A3DNS
  7920.       AnimationMode     = ONCE
  7921.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  7922.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7923.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7924.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7925.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7926.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7927.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7928.       ParticleSysBone   = Smoke01 SmolderingFire
  7929.       ParticleSysBone   = Smoke02 SmolderingFire
  7930.       ParticleSysBone   = Smoke03 SmolderingFire
  7931.       ParticleSysBone   = Smoke04 SmolderingFire
  7932.       ParticleSysBone   = Smoke05 SmolderingFire
  7933.       ParticleSysBone   = Smoke06 SmolderingFire
  7934.     End   
  7935.     ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW
  7936.       Model             = NBNMissle_A2ENS
  7937.       Animation         = NBNMissle_A2ENS.NBNMissle_A2ENS
  7938.       AnimationMode     = ONCE
  7939.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  7940.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7941.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7942.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7943.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7944.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7945.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7946.       ParticleSysBone   = Smoke01 SmolderingFire
  7947.       ParticleSysBone   = Smoke02 SmolderingFire
  7948.       ParticleSysBone   = Smoke03 SmolderingFire
  7949.       ParticleSysBone   = Smoke04 SmolderingFire
  7950.       ParticleSysBone   = Smoke05 SmolderingFire
  7951.       ParticleSysBone   = Smoke06 SmolderingFire
  7952.       ParticleSysBone   = Steam01 BigMissileSteam
  7953.       ParticleSysBone   = Steam02 BigMissileSteam
  7954.     End   
  7955.     ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW
  7956.       Model             = NBNMissle_A2ENS
  7957.       Animation         = NBNMissle_A2ENS.NBNMissle_A2ENS
  7958.       AnimationMode     = MANUAL
  7959.       Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
  7960.       WeaponLaunchBone  = PRIMARY RockPos
  7961.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7962.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7963.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7964.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7965.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7966.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7967.       ParticleSysBone   = Smoke01 SmolderingFire
  7968.       ParticleSysBone   = Smoke02 SmolderingFire
  7969.       ParticleSysBone   = Smoke03 SmolderingFire
  7970.       ParticleSysBone   = Smoke04 SmolderingFire
  7971.       ParticleSysBone   = Smoke05 SmolderingFire
  7972.       ParticleSysBone   = Smoke06 SmolderingFire
  7973.       ParticleSysBone   = Steam01 BigMissileSteam
  7974.       ParticleSysBone   = Steam02 BigMissileSteam
  7975.     End   
  7976.     ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW
  7977.       Model             = NBNMissle_A3ENS
  7978.       Animation         = NBNMissle_A3ENS.NBNMissle_A3ENS
  7979.       AnimationMode     = MANUAL
  7980.       Flags             = START_FRAME_FIRST
  7981.       WeaponLaunchBone  = PRIMARY RockPos
  7982.       ParticleSysBone   = Smoke01 SmolderingSmoke
  7983.       ParticleSysBone   = Smoke02 SmolderingSmoke
  7984.       ParticleSysBone   = Smoke03 SmolderingSmoke
  7985.       ParticleSysBone   = Smoke04 SmolderingSmoke
  7986.       ParticleSysBone   = Smoke05 SmolderingSmoke
  7987.       ParticleSysBone   = Smoke06 SmolderingSmoke
  7988.       ParticleSysBone   = Smoke01 SmolderingFire
  7989.       ParticleSysBone   = Smoke02 SmolderingFire
  7990.       ParticleSysBone   = Smoke03 SmolderingFire
  7991.       ParticleSysBone   = Smoke04 SmolderingFire
  7992.       ParticleSysBone   = Smoke05 SmolderingFire
  7993.       ParticleSysBone   = Smoke06 SmolderingFire
  7994.     End   
  7995.     ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW
  7996.       Model             = NBNMissle_A3ENS
  7997.       Animation         = NBNMissle_A3ENS.NBNMissle_A3ENSS
  7998.       AnimationMode     = ONCE
  7999.       Flags             = MAINTAIN_FRAME_ACROSS_STATES2
  8000.       ParticleSysBone   = Smoke01 SmolderingSmoke
  8001.       ParticleSysBone   = Smoke02 SmolderingSmoke
  8002.       ParticleSysBone   = Smoke03 SmolderingSmoke
  8003.       ParticleSysBone   = Smoke04 SmolderingSmoke
  8004.       ParticleSysBone   = Smoke05 SmolderingSmoke
  8005.       ParticleSysBone   = Smoke06 SmolderingSmoke
  8006.       ParticleSysBone   = Smoke01 SmolderingFire
  8007.       ParticleSysBone   = Smoke02 SmolderingFire
  8008.       ParticleSysBone   = Smoke03 SmolderingFire
  8009.       ParticleSysBone   = Smoke04 SmolderingFire
  8010.       ParticleSysBone   = Smoke05 SmolderingFire
  8011.       ParticleSysBone   = Smoke06 SmolderingFire
  8012.     End     
  8013.   End
  8014.  
  8015.   ; ------------ construction-zone fence -----------------
  8016.   Draw = W3DModelDraw ModuleTag_02
  8017.   AnimationsRequirePower = No
  8018.     DefaultConditionState
  8019.       Model           = None
  8020.       TransitionKey   = DOWN_DEFAULT
  8021.     End
  8022.     ConditionState    = NIGHT
  8023.       Model           = None
  8024.       TransitionKey   = DOWN_DEFAULT
  8025.     End
  8026.     ConditionState    = SNOW
  8027.       Model           = None
  8028.       TransitionKey   = DOWN_DEFAULT
  8029.     End
  8030.     ConditionState    = SNOW NIGHT
  8031.       Model           = None
  8032.       TransitionKey   = DOWN_DEFAULT
  8033.     End
  8034.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  8035.       Model           = NBNMissle_A4
  8036.       Animation       = NBNMissle_A4.NBNMissle_A4
  8037.       AnimationMode   = MANUAL
  8038.       Flags           = START_FRAME_LAST
  8039.       TransitionKey   = UP_DAY
  8040.     End
  8041.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  8042.       Model           = NBNMissle_A4N
  8043.       Animation       = NBNMissle_A4N.NBNMissle_A4N
  8044.       AnimationMode   = MANUAL
  8045.       Flags           = START_FRAME_LAST
  8046.       TransitionKey   = UP_NIGHT
  8047.     End
  8048.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  8049.       Model           = NBNMissle_A4S
  8050.       Animation       = NBNMissle_A4S.NBNMissle_A4S
  8051.       AnimationMode   = MANUAL
  8052.       Flags           = START_FRAME_LAST
  8053.       TransitionKey   = UP_SNOW
  8054.     End
  8055.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  8056.       Model           = NBNMissle_A4SN
  8057.       Animation       = NBNMissle_A4SN.NBNMissle_A4SN
  8058.       AnimationMode   = MANUAL
  8059.       Flags           = START_FRAME_LAST
  8060.       TransitionKey   = UP_SNOWNIGHT
  8061.     End
  8062.     TransitionState   = DOWN_DEFAULT UP_DAY
  8063.       Model           = NBNMissle_A4
  8064.       Animation       = NBNMissle_A4.NBNMissle_A4
  8065.       AnimationMode   = ONCE
  8066.       AnimationSpeedFactorRange = 1.0 1.0
  8067.       Flags           = START_FRAME_FIRST
  8068.     End
  8069.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  8070.       Model           = NBNMissle_A4N
  8071.       Animation       = NBNMissle_A4N.NBNMissle_A4N
  8072.       AnimationMode   = ONCE
  8073.       AnimationSpeedFactorRange = 1.0 1.0
  8074.       Flags           = START_FRAME_FIRST
  8075.     End
  8076.     TransitionState   = DOWN_DEFAULT UP_SNOW
  8077.       Model           = NBNMissle_A4S
  8078.       Animation       = NBNMissle_A4S.NBNMissle_A4S
  8079.       AnimationMode   = ONCE
  8080.       AnimationSpeedFactorRange = 1.0 1.0
  8081.       Flags           = START_FRAME_FIRST
  8082.     End
  8083.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  8084.       Model           = NBNMissle_A4SN
  8085.       Animation       = NBNMissle_A4SN.NBNMissle_A4SN
  8086.       AnimationMode   = ONCE
  8087.       AnimationSpeedFactorRange = 1.0 1.0
  8088.       Flags           = START_FRAME_FIRST
  8089.     End
  8090.     TransitionState   = UP_DAY DOWN_DEFAULT
  8091.       Model           = NBNMissle_A4
  8092.       Animation       = NBNMissle_A4.NBNMissle_A4
  8093.       AnimationMode   = ONCE_BACKWARDS
  8094.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8095.       Flags           = START_FRAME_LAST
  8096.     End
  8097.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  8098.       Model           = NBNMissle_A4N
  8099.       Animation       = NBNMissle_A4N.NBNMissle_A4N
  8100.       AnimationMode   = ONCE_BACKWARDS
  8101.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8102.       Flags           = START_FRAME_LAST
  8103.     End
  8104.     TransitionState   = UP_SNOW DOWN_DEFAULT
  8105.       Model           = NBNMissle_A4S
  8106.       Animation       = NBNMissle_A4S.NBNMissle_A4S
  8107.       AnimationMode   = ONCE_BACKWARDS
  8108.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8109.       Flags           = START_FRAME_LAST
  8110.     End
  8111.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  8112.       Model           = NBNMissle_A4SN
  8113.       Animation       = NBNMissle_A4SN.NBNMissle_A4SN
  8114.       AnimationMode   = ONCE_BACKWARDS
  8115.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8116.       Flags           = START_FRAME_LAST
  8117.     End
  8118.   End
  8119.  
  8120.   ; ------------ under-construction scaffolding -----------------
  8121.   Draw = W3DModelDraw ModuleTag_03
  8122.   AnimationsRequirePower = No
  8123.     MinLODRequired = MEDIUM
  8124.     DefaultConditionState
  8125.       Model           = None
  8126.       TransitionKey   = DOWN_DEFAULT
  8127.     End
  8128.     ConditionState    = NIGHT
  8129.       Model           = None
  8130.       TransitionKey   = DOWN_DEFAULT
  8131.     End
  8132.     ConditionState    = SNOW
  8133.       Model           = None
  8134.       TransitionKey   = DOWN_DEFAULT
  8135.     End
  8136.     ConditionState    = SNOW NIGHT
  8137.       Model           = None
  8138.       TransitionKey   = DOWN_DEFAULT
  8139.     End
  8140.     ConditionState    = PARTIALLY_CONSTRUCTED
  8141.       Model           = NBNMissle_A6
  8142.       Animation       = NBNMissle_A6.NBNMissle_A6
  8143.       AnimationMode   = MANUAL
  8144.       Flags           = START_FRAME_LAST
  8145.       TransitionKey   = UP_DAY
  8146.       ParticleSysBone = Dust01 BuildingDustChina
  8147.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  8148.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  8149.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  8150.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  8151.       ParticleSysBone = Smoke05 BuildUpSmokeChina
  8152.     End
  8153.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  8154.       Model           = NBNMissle_A6N
  8155.       Animation       = NBNMissle_A6N.NBNMissle_A6N
  8156.       AnimationMode   = MANUAL
  8157.       Flags           = START_FRAME_LAST
  8158.       TransitionKey   = UP_NIGHT
  8159.       ParticleSysBone = Dust01 BuildingDustChina
  8160.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  8161.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  8162.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  8163.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  8164.       ParticleSysBone = Smoke05 BuildUpSmokeChina
  8165.     End
  8166.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  8167.       Model           = NBNMissle_A6S
  8168.       Animation       = NBNMissle_A6S.NBNMissle_A6S
  8169.       AnimationMode   = MANUAL
  8170.       Flags           = START_FRAME_LAST
  8171.       TransitionKey   = UP_SNOW
  8172.       ParticleSysBone = Dust01 BuildingSnowDust
  8173.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  8174.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  8175.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  8176.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  8177.       ParticleSysBone = Smoke05 BuildUpSnowSmoke
  8178.     End
  8179.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  8180.       Model           = NBNMissle_A6SN
  8181.       Animation       = NBNMissle_A6SN.NBNMissle_A6SN
  8182.       AnimationMode   = MANUAL
  8183.       Flags           = START_FRAME_LAST
  8184.       TransitionKey   = UP_SNOWNIGHT
  8185.       ParticleSysBone = Dust01 BuildingSnowDust
  8186.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  8187.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  8188.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  8189.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  8190.       ParticleSysBone = Smoke05 BuildUpSnowSmoke
  8191.     End
  8192.     TransitionState   = DOWN_DEFAULT UP_DAY
  8193.       Model           = NBNMissle_A6
  8194.       Animation       = NBNMissle_A6.NBNMissle_A6
  8195.       AnimationMode   = ONCE
  8196.       AnimationSpeedFactorRange = 1.0 1.0
  8197.       Flags           = START_FRAME_FIRST
  8198.     End
  8199.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  8200.       Model           = NBNMissle_A6N
  8201.       Animation       = NBNMissle_A6N.NBNMissle_A6N
  8202.       AnimationMode   = ONCE
  8203.       AnimationSpeedFactorRange = 1.0 1.0
  8204.       Flags           = START_FRAME_FIRST
  8205.     End
  8206.     TransitionState   = DOWN_DEFAULT UP_SNOW
  8207.       Model           = NBNMissle_A6S
  8208.       Animation       = NBNMissle_A6S.NBNMissle_A6S
  8209.       AnimationMode   = ONCE
  8210.       AnimationSpeedFactorRange = 1.0 1.0
  8211.       Flags           = START_FRAME_FIRST
  8212.     End
  8213.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  8214.       Model           = NBNMissle_A6SN
  8215.       Animation       = NBNMissle_A6SN.NBNMissle_A6SN
  8216.       AnimationMode   = ONCE
  8217.       AnimationSpeedFactorRange = 1.0 1.0
  8218.       Flags           = START_FRAME_FIRST
  8219.     End 
  8220.     TransitionState   = UP_DAY DOWN_DEFAULT
  8221.       Model            = NBNMissle_A6
  8222.       Animation       = NBNMissle_A6.NBNMissle_A6
  8223.       AnimationMode   = ONCE_BACKWARDS
  8224.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8225.       Flags           = START_FRAME_LAST
  8226.     End
  8227.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  8228.       Model            = NBNMissle_A6N
  8229.       Animation       = NBNMissle_A6N.NBNMissle_A6N
  8230.       AnimationMode   = ONCE_BACKWARDS
  8231.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8232.       Flags           = START_FRAME_LAST
  8233.     End
  8234.     TransitionState   = UP_SNOW DOWN_DEFAULT
  8235.       Model            = NBNMissle_A6S
  8236.       Animation       = NBNMissle_A6S.NBNMissle_A6S
  8237.       AnimationMode   = ONCE_BACKWARDS
  8238.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8239.       Flags           = START_FRAME_LAST
  8240.     End
  8241.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  8242.       Model            = NBNMissle_A6SN
  8243.       Animation       = NBNMissle_A6SN.NBNMissle_A6SN
  8244.       AnimationMode   = ONCE_BACKWARDS
  8245.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8246.       Flags           = START_FRAME_LAST
  8247.     End
  8248.   End
  8249.  
  8250.   ; ------------ being-constructed crane -----------------
  8251.   Draw = W3DModelDraw ModuleTag_04
  8252.   AnimationsRequirePower = No
  8253.     DefaultConditionState
  8254.       Model           = None
  8255.       TransitionKey   = DOWN_DEFAULT
  8256.     End
  8257.     ConditionState    = NIGHT
  8258.       Model           = None
  8259.       TransitionKey   = DOWN_DEFAULT
  8260.     End
  8261.     ConditionState    = SNOW
  8262.       Model           = None
  8263.       TransitionKey   = DOWN_DEFAULT
  8264.     End
  8265.     ConditionState    = SNOW NIGHT
  8266.       Model           = None
  8267.       TransitionKey   = DOWN_DEFAULT
  8268.     End
  8269.     ConditionState    = SOLD
  8270.       Model           = NONE
  8271.     End
  8272.  
  8273.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  8274.       Model         = NBNMissle_A5
  8275.       Animation     = NBNMissle_A5.NBNMissle_A5
  8276.       AnimationMode = LOOP
  8277.       TransitionKey = UP_DAY
  8278.     End
  8279.  
  8280.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  8281.       Model         = NBNMissle_A5N
  8282.       Animation     = NBNMissle_A5N.NBNMissle_A5N
  8283.       AnimationMode = LOOP
  8284.       TransitionKey = UP_NIGHT
  8285.     End
  8286.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  8287.       Model         = NBNMissle_A5S
  8288.       Animation     = NBNMissle_A5S.NBNMissle_A5S
  8289.       AnimationMode = LOOP
  8290.       TransitionKey = UP_SNOW
  8291.     End
  8292.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  8293.       Model         = NBNMissle_A5SN
  8294.       Animation     = NBNMissle_A5SN.NBNMissle_A5SN
  8295.       AnimationMode = LOOP
  8296.       TransitionKey = UP_SNOWNIGHT
  8297.     End
  8298.     TransitionState = DOWN_DEFAULT UP_DAY
  8299.       Model         = NBNMissle_AB
  8300.       Animation     = NBNMissle_AB.NBNMissle_AB
  8301.       AnimationMode = ONCE
  8302.       AnimationSpeedFactorRange = 1.0 1.0
  8303.       Flags         = START_FRAME_FIRST
  8304.     End
  8305.  
  8306.     TransitionState = DOWN_DEFAULT UP_NIGHT
  8307.       Model         = NBNMissle_ABN
  8308.       Animation     = NBNMissle_ABN.NBNMissle_ABN
  8309.       AnimationMode = ONCE
  8310.       AnimationSpeedFactorRange = 1.0 1.0
  8311.       Flags         = START_FRAME_FIRST
  8312.     End
  8313.     TransitionState = DOWN_DEFAULT UP_SNOW
  8314.       Model         = NBNMissle_ABS
  8315.       Animation     = NBNMissle_ABS.NBNMissle_ABS
  8316.       AnimationMode = ONCE
  8317.       AnimationSpeedFactorRange = 1.0 1.0
  8318.       Flags         = START_FRAME_FIRST
  8319.     End
  8320.     TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
  8321.       Model         = NBNMissle_ABSN
  8322.       Animation     = NBNMissle_ABSN.NBNMissle_ABSN
  8323.       AnimationMode = ONCE
  8324.       AnimationSpeedFactorRange = 1.0 1.0
  8325.       Flags         = START_FRAME_FIRST
  8326.     End
  8327.     TransitionState = UP_DAY DOWN_DEFAULT
  8328.       Model         = NBNMissle_AB
  8329.       Animation     = NBNMissle_AB.NBNMissle_AB
  8330.       AnimationMode = ONCE_BACKWARDS
  8331.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8332.       Flags         = START_FRAME_LAST
  8333.     End
  8334.     TransitionState = UP_NIGHT DOWN_DEFAULT
  8335.       Model         = NBNMissle_ABN
  8336.       Animation     = NBNMissle_ABN.NBNMissle_ABN
  8337.       AnimationMode = ONCE_BACKWARDS
  8338.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8339.       Flags         = START_FRAME_LAST
  8340.     End
  8341.     TransitionState = UP_SNOW DOWN_DEFAULT
  8342.       Model         = NBNMissle_ABS
  8343.       Animation     = NBNMissle_ABS.NBNMissle_ABS
  8344.       AnimationMode = ONCE_BACKWARDS
  8345.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8346.       Flags         = START_FRAME_LAST
  8347.     End
  8348.     TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
  8349.       Model         = NBNMissle_ABSN
  8350.       Animation     = NBNMissle_ABSN.NBNMissle_ABSN
  8351.       AnimationMode = ONCE_BACKWARDS
  8352.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8353.       Flags         = START_FRAME_LAST
  8354.     End 
  8355.   End
  8356.  
  8357.   ; Blinking lights
  8358.   Draw = W3DModelDraw ModuleTag_05
  8359.     OkToChangeModelColor = Yes
  8360.     ; day
  8361.     ConditionState    = NONE
  8362.       Model           = NBNMissle_AC
  8363.       Animation       = NONE
  8364.     End
  8365.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  8366.       Model           = NBNMissle_AC
  8367.       Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8368.     End
  8369.     ConditionState    = AWAITING_CONSTRUCTION
  8370.       Model           = NONE
  8371.     End
  8372.     ConditionState    = DOOR_1_OPENING
  8373.       Model           = NBNMissle_AC
  8374.       Animation       = NBNMissle_AC.NBNMissle_AC
  8375.       AnimationMode   = LOOP
  8376.       Flags           = START_FRAME_FIRST
  8377.     End   
  8378.     ConditionState    = DOOR_1_WAITING_OPEN
  8379.       Model           = NBNMissle_AC
  8380.       Animation       = NBNMissle_AC.NBNMissle_AC
  8381.       AnimationMode   = LOOP
  8382.       Flags           = START_FRAME_LAST
  8383.     End
  8384.     ConditionState    = DOOR_1_WAITING_TO_CLOSE
  8385.       Model           = NBNMissle_AC
  8386.       Animation       = NBNMissle_AC.NBNMissle_AC
  8387.       AnimationMode   = LOOP
  8388.       Flags           = START_FRAME_FIRST
  8389.       ;WeaponLaunchBone = PRIMARY RockPos
  8390.     End   
  8391.     ConditionState    = DOOR_1_CLOSING
  8392.       Model           = NBNMissle_AC
  8393.       Animation       = NBNMissle_AC.NBNMissle_AC
  8394.       AnimationMode   = LOOP
  8395.       Flags           = START_FRAME_FIRST
  8396.     End
  8397.   End
  8398.  
  8399.   PlacementViewAngle = -135
  8400.  
  8401.   ; ***DESIGN parameters ***
  8402.   DisplayName      = OBJECT:NuclearMissile
  8403.   Side = China
  8404.   EditorSorting    = STRUCTURE
  8405.   Prerequisites
  8406.     Object = ChinaPropagandaCenter
  8407.   End
  8408.   BuildCost        = 5000
  8409.   BuildTime        = 60.0            ; in seconds
  8410.   EnergyProduction = -10
  8411.   VisionRange      = 200.0           ; Shroud clearing distance
  8412.   ShroudClearingRange = 200
  8413.   CommandSet       = ChinaNuclearMissileCommandSet
  8414.   ArmorSet
  8415.     Conditions      = None
  8416.     Armor           = StructureArmorTough
  8417.     DamageFX        = StructureDamageFXNoShake
  8418.   End
  8419.   ExperienceValue     = 400 400 400 400  ; Experience point value at each level
  8420.  
  8421.   ; *** AUDIO Parameters ***
  8422.   VoiceSelect = NuclearMissileSelect
  8423.   SoundDie              = BuildingDie
  8424.   SoundOnDamaged        = BuildingDamagedStateLight
  8425.   SoundOnReallyDamaged  = BuildingDestroy
  8426.  
  8427.   UnitSpecificSounds
  8428.     UnderConstruction     = UnderConstructionLoop
  8429.   End
  8430.  
  8431.   ; *** ENGINEERING Parameters ***
  8432.   RadarPriority   = STRUCTURE
  8433.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY
  8434.   Body            = StructureBody ModuleTag_06
  8435.     MaxHealth       = 4000.0
  8436.     InitialHealth   = 4000.0
  8437.   End
  8438.  
  8439.   Behavior    = OCLSpecialPower ModuleTag_07
  8440.     SpecialPowerTemplate = SuperweaponNeutronMissile
  8441.     OCL                  = SUPERWEAPON_NeutronMissile
  8442.   End
  8443.   Behavior = SpecialPowerCreate ModuleTag_08
  8444.     ;nothing
  8445.   End
  8446.   Behavior = MissileLauncherBuildingUpdate ModuleTag_09
  8447.     SpecialPowerTemplate = SuperweaponNeutronMissile
  8448.     DoorOpenTime         = 8000
  8449.     DoorWaitOpenTime     = 2000
  8450.     DoorCloseTime        = 8000
  8451.  
  8452.     ; FXLists to play at transitions:
  8453.     DoorOpeningFX        = ChinaNuclearMissileLauncherDoorOpen
  8454.     ;DoorOpenFX           = FX_ABPowerPlantExplode
  8455.     DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch
  8456.     ;DoorClosingFX        = FX_ABPowerPlantExplode
  8457.     ;DoorClosedFX         = FX_ABPowerPlantExplode
  8458.  
  8459.     ; looping sound to play while open:
  8460.     DoorOpenIdleAudio = BuildingNeutronMissileHiss
  8461.   End
  8462.  
  8463.   Behavior = ProductionUpdate ModuleTag_10
  8464.     DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED
  8465.   End
  8466.  
  8467.   Behavior = DestroyDie ModuleTag_11
  8468.     ;Nothing
  8469.   End
  8470.  
  8471.   Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
  8472.     DeathWeapon = ChinaPowerPlantDeathWeapon
  8473.     StartsActive  = Yes
  8474.   End
  8475.  
  8476.   Behavior = GenerateMinefieldBehavior     ModuleTag_13
  8477.     TriggeredBy           = Upgrade_ChinaMines
  8478.     MineName              = ChinaStandardMine
  8479.     SmartBorder           = Yes
  8480.     AlwaysCircular        = Yes
  8481.   End
  8482.  
  8483.   Behavior = FlammableUpdate ModuleTag_14
  8484.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  8485.     AflameDamageAmount = 5       ; taking this much damage...
  8486.     AflameDamageDelay = 500       ; this often.
  8487.   End
  8488.  
  8489.   Behavior = TransitionDamageFX ModuleTag_15
  8490.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  8491.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  8492.     ;---------------------------------------------------------------------------------------
  8493.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  8494.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  8495.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  8496.   End
  8497.   
  8498.   Behavior             = CreateObjectDie ModuleTag_20
  8499.     CreationList  = OCL_LargeStructureDebris
  8500.   End
  8501.   
  8502.   Behavior        = FXListDie ModuleTag_21
  8503.     ExemptStatus  = UNDER_CONSTRUCTION
  8504.     DeathFX       = FX_NukeGLA
  8505.   End
  8506.   
  8507.   Geometry            = BOX
  8508.   GeometryMajorRadius = 45.0
  8509.   GeometryMinorRadius = 55.0
  8510.   GeometryHeight      = 64.0
  8511.   GeometryIsSmall     = No
  8512.   Shadow          = SHADOW_VOLUME
  8513.   BuildCompletion = PLACED_BY_PLAYER
  8514.  
  8515. End
  8516.  
  8517. ;------------------------------------------------------------------------------
  8518.  
  8519. Object ChinaSpeakerTower
  8520.  
  8521.   ; *** ART Parameters ***
  8522.   SelectPortrait         = SNPropSpeaker_L
  8523.   ButtonImage            = SNPropSpeaker
  8524.   Draw                   = W3DModelDraw ModuleTag_01
  8525.     OkToChangeModelColor = Yes
  8526.  
  8527.     ; day
  8528.     ConditionState = NONE
  8529.       Model         = NBPTower
  8530.       Animation     = NBPTower.NBPTower
  8531.       AnimationMode = LOOP
  8532.     End
  8533.     ConditionState = DAMAGED
  8534.       Model         = NBPTower_D
  8535.       Animation     = NBPTower_D.NBPTower_D
  8536.       AnimationMode = LOOP
  8537.       ParticleSysBone = Smoke01 SmolderingSmoke
  8538.     End
  8539.     ConditionState = REALLYDAMAGED RUBBLE
  8540.       Model         = NBPTower_E
  8541.       Animation     = NBPTower_E.NBPTower_E
  8542.       AnimationMode = LOOP
  8543.       ParticleSysBone = Smoke01 SmolderingSmoke
  8544.       ParticleSysBone = Smoke02 SmolderingSmoke
  8545.       ParticleSysBone = Flame01 SmolderingFire
  8546.       ParticleSysBone = Flame01 SmolderingFlameCore
  8547.       ParticleSysBone = Spark01 LiveWireSparks
  8548.     End
  8549.     
  8550.     ; day Snow
  8551.     ConditionState  =  SNOW
  8552.       Model         = NBPTower_S
  8553.       Animation     = NBPTower_S.NBPTower_S
  8554.       AnimationMode = LOOP
  8555.     End
  8556.     ConditionState  = DAMAGED SNOW
  8557.       Model         = NBPTower_DS
  8558.       Animation     = NBPTower_DS.NBPTower_DS
  8559.       AnimationMode = LOOP
  8560.       ParticleSysBone = Smoke01 SmolderingSmoke
  8561.     End
  8562.     ConditionState  = REALLYDAMAGED RUBBLE SNOW
  8563.       Model         = NBPTower_ES
  8564.       Animation     = NBPTower_ES.NBPTower_ES
  8565.       AnimationMode = LOOP
  8566.       ParticleSysBone = Smoke01 SmolderingSmoke
  8567.       ParticleSysBone = Smoke02 SmolderingSmoke
  8568.       ParticleSysBone = Flame01 SmolderingFire
  8569.       ParticleSysBone = Flame01 SmolderingFlameCore
  8570.       ParticleSysBone = Spark01 LiveWireSparks
  8571.     End
  8572.  
  8573.     ; night
  8574.     ConditionState = NIGHT
  8575.       Model         = NBPTower_N
  8576.       Animation     = NBPTower_N.NBPTower_N
  8577.       AnimationMode = LOOP
  8578.     End 
  8579.     ConditionState = NIGHT DAMAGED
  8580.       Model         = NBPTower_DN
  8581.       Animation     = NBPTower_DN.NBPTower_DN
  8582.       AnimationMode = LOOP
  8583.     End
  8584.     ConditionState = NIGHT REALLYDAMAGED RUBBLE
  8585.       Model         = NBPTower_EN
  8586.       Animation     = NBPTower_EN.NBPTower_EN
  8587.       AnimationMode = LOOP
  8588.     End
  8589.  
  8590.     
  8591.     ;Snow Night
  8592.     
  8593.     ConditionState = NIGHT SNOW
  8594.       Model         = NBPTower_NS
  8595.       Animation     = NBPTower_NS.NBPTower_NS
  8596.       AnimationMode = LOOP
  8597.     End 
  8598.     
  8599.     ConditionState = NIGHT SNOW DAMAGED
  8600.       Model         = NBPTower_DNS
  8601.       Animation     = NBPTower_DNS.NBPTower_DNS
  8602.       AnimationMode = LOOP
  8603.     End 
  8604.     
  8605.     ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  8606.       Model         = NBPTower_ENS
  8607.       Animation     = NBPTower_ENS.NBPTower_ENS
  8608.       AnimationMode = LOOP
  8609.     End 
  8610.     
  8611.     ;**************************************************************************************************************************
  8612.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  8613.     ;for this draw module
  8614.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  8615.       Model              = NBPTower
  8616.       Animation          = NBPTower.NBPTower
  8617.       AnimationMode      = LOOP
  8618.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8619.     End
  8620.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  8621.       Model              = NBPTower_D
  8622.       Animation          = NBPTower_D.NBPTower_D
  8623.       AnimationMode      = LOOP
  8624.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8625.     End
  8626.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  8627.       Model              = NBPTower_E
  8628.       Animation          = NBPTower_E.NBPTower_E
  8629.       AnimationMode      = LOOP
  8630.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8631.     End
  8632.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  8633.       Model              = NBPTower_N
  8634.       Animation          = NBPTower_N.NBPTower_N
  8635.       AnimationMode      = LOOP
  8636.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8637.     End
  8638.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  8639.       Model              = NBPTower_DN
  8640.       Animation          = NBPTower_DN.NBPTower_DN
  8641.       AnimationMode      = LOOP
  8642.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8643.     End
  8644.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  8645.       Model              = NBPTower_EN
  8646.       Animation          = NBPTower_EN.NBPTower_EN
  8647.       AnimationMode      = LOOP
  8648.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8649.     End
  8650.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  8651.       Model              = NBPTower_S
  8652.       Animation          = NBPTower_S.NBPTower_S
  8653.       AnimationMode      = LOOP
  8654.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8655.     End
  8656.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  8657.       Model              = NBPTower_DS
  8658.       Animation          = NBPTower_DS.NBPTower_DS
  8659.       AnimationMode      = LOOP
  8660.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8661.     End
  8662.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  8663.       Model              = NBPTower_ES
  8664.       Animation          = NBPTower_ES.NBPTower_ES
  8665.       AnimationMode      = LOOP
  8666.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8667.     End
  8668.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  8669.       Model              = NBPTower_NS
  8670.       Animation          = NBPTower_NS.NBPTower_NS
  8671.       AnimationMode      = LOOP
  8672.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8673.     End
  8674.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  8675.       Model              = NBPTower_DNS
  8676.       Animation          = NBPTower_DNS.NBPTower_DNS
  8677.       AnimationMode      = LOOP
  8678.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8679.     End
  8680.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  8681.       Model              = NBPTower_ENS
  8682.       Animation          = NBPTower_ENS.NBPTower_ENS
  8683.       AnimationMode      = LOOP
  8684.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  8685.     End
  8686.  
  8687.     ConditionState       = AWAITING_CONSTRUCTION 
  8688.       Model              = NONE
  8689.     End
  8690.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  8691.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  8692.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  8693.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  8694.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  8695.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  8696.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  8697.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  8698.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  8699.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  8700.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  8701.     AliasConditionState  = SOLD 
  8702.     AliasConditionState  = SOLD DAMAGED
  8703.     AliasConditionState  = SOLD REALLYDAMAGED
  8704.     AliasConditionState  = SOLD NIGHT
  8705.     AliasConditionState  = SOLD NIGHT DAMAGED
  8706.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  8707.     AliasConditionState  = SOLD SNOW
  8708.     AliasConditionState  = SOLD SNOW DAMAGED
  8709.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  8710.     AliasConditionState  = SOLD NIGHT SNOW
  8711.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  8712.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  8713.     ;**************************************************************************************************************************   
  8714.  
  8715.     
  8716.   End   
  8717.     
  8718.   ; ------------ construction-zone fence -----------------
  8719.   Draw = W3DModelDraw ModuleTag_02
  8720.   AnimationsRequirePower = No
  8721.     DefaultConditionState
  8722.       Model           = None
  8723.       TransitionKey   = DOWN_DEFAULT
  8724.     End
  8725.     ConditionState    = NIGHT
  8726.       Model           = None
  8727.       TransitionKey   = DOWN_DEFAULT
  8728.     End
  8729.     ConditionState    = SNOW
  8730.       Model           = None
  8731.       TransitionKey   = DOWN_DEFAULT
  8732.     End
  8733.     ConditionState    = SNOW NIGHT
  8734.       Model           = None
  8735.       TransitionKey   = DOWN_DEFAULT
  8736.     End
  8737.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  8738.       Model           = NBPTower_A4
  8739.       Animation       = NBPTower_A4.NBPTower_A4
  8740.       AnimationMode   = MANUAL
  8741.       Flags           = START_FRAME_LAST
  8742.       TransitionKey   = UP_DAY
  8743.     End
  8744.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  8745.       Model           = NBPTower_A4N
  8746.       Animation       = NBPTower_A4N.NBPTower_A4N
  8747.       AnimationMode   = MANUAL
  8748.       Flags           = START_FRAME_LAST
  8749.       TransitionKey   = UP_NIGHT
  8750.     End
  8751.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  8752.       Model           = NBPTower_A4S
  8753.       Animation       = NBPTower_A4S.NBPTower_A4S
  8754.       AnimationMode   = MANUAL
  8755.       Flags           = START_FRAME_LAST
  8756.       TransitionKey   = UP_SNOW
  8757.     End
  8758.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  8759.       Model           = NBPTower_A4SN
  8760.       Animation       = NBPTower_A4SN.NBPTower_A4SN
  8761.       AnimationMode   = MANUAL
  8762.       Flags           = START_FRAME_LAST
  8763.       TransitionKey   = UP_SNOWNIGHT
  8764.     End
  8765.     TransitionState   = DOWN_DEFAULT UP_DAY
  8766.       Model           = NBPTower_A4
  8767.       Animation       = NBPTower_A4.NBPTower_A4
  8768.       AnimationMode   = ONCE
  8769.       AnimationSpeedFactorRange = 1.0 1.0
  8770.       Flags           = START_FRAME_FIRST
  8771.     End
  8772.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  8773.       Model           = NBPTower_A4N
  8774.       Animation       = NBPTower_A4N.NBPTower_A4N
  8775.       AnimationMode   = ONCE
  8776.       AnimationSpeedFactorRange = 1.0 1.0
  8777.       Flags           = START_FRAME_FIRST
  8778.     End
  8779.     TransitionState   = DOWN_DEFAULT UP_SNOW
  8780.       Model           = NBPTower_A4S
  8781.       Animation       = NBPTower_A4S.NBPTower_A4S
  8782.       AnimationMode   = ONCE
  8783.       AnimationSpeedFactorRange = 1.0 1.0
  8784.       Flags           = START_FRAME_FIRST
  8785.     End
  8786.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  8787.       Model           = NBPTower_A4SN
  8788.       Animation       = NBPTower_A4SN.NBPTower_A4SN
  8789.       AnimationMode   = ONCE
  8790.       AnimationSpeedFactorRange = 1.0 1.0
  8791.       Flags           = START_FRAME_FIRST
  8792.     End
  8793.     TransitionState   = UP_DAY DOWN_DEFAULT
  8794.       Model           = NBPTower_A4
  8795.       Animation       = NBPTower_A4.NBPTower_A4
  8796.       AnimationMode   = ONCE_BACKWARDS
  8797.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8798.       Flags           = START_FRAME_LAST
  8799.     End
  8800.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  8801.       Model           = NBPTower_A4N
  8802.       Animation       = NBPTower_A4N.NBPTower_A4N
  8803.       AnimationMode   = ONCE_BACKWARDS
  8804.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8805.       Flags           = START_FRAME_LAST
  8806.     End
  8807.     TransitionState   = UP_SNOW DOWN_DEFAULT
  8808.       Model           = NBPTower_A4S
  8809.       Animation       = NBPTower_A4S.NBPTower_A4S
  8810.       AnimationMode   = ONCE_BACKWARDS
  8811.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8812.       Flags           = START_FRAME_LAST
  8813.     End
  8814.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  8815.       Model           = NBPTower_A4SN
  8816.       Animation       = NBPTower_A4SN.NBPTower_A4SN
  8817.       AnimationMode   = ONCE_BACKWARDS
  8818.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8819.       Flags           = START_FRAME_LAST
  8820.     End
  8821.   End
  8822.  
  8823.   ; ------------ under-construction scaffolding -----------------
  8824.   Draw = W3DModelDraw ModuleTag_03
  8825.   AnimationsRequirePower = No
  8826.     MinLODRequired = MEDIUM
  8827.     DefaultConditionState
  8828.       Model           = None
  8829.       TransitionKey   = DOWN_DEFAULT
  8830.     End
  8831.     ConditionState    = NIGHT
  8832.       Model           = None
  8833.       TransitionKey   = DOWN_DEFAULT
  8834.     End
  8835.     ConditionState    = SNOW
  8836.       Model           = None
  8837.       TransitionKey   = DOWN_DEFAULT
  8838.     End
  8839.     ConditionState    = SNOW NIGHT
  8840.       Model           = None
  8841.       TransitionKey   = DOWN_DEFAULT
  8842.     End
  8843.     ConditionState    = PARTIALLY_CONSTRUCTED
  8844.       Model           = NBPTower_A6
  8845.       Animation       = NBPTower_A6.NBPTower_A6
  8846.       AnimationMode   = MANUAL
  8847.       Flags           = START_FRAME_LAST
  8848.       TransitionKey   = UP_DAY
  8849.     End
  8850.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  8851.       Model           = NBPTower_A6N
  8852.       Animation       = NBPTower_A6N.NBPTower_A6N
  8853.       AnimationMode   = MANUAL
  8854.       Flags           = START_FRAME_LAST
  8855.       TransitionKey   = UP_NIGHT
  8856.     End
  8857.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  8858.       Model           = NBPTower_A6S
  8859.       Animation       = NBPTower_A6S.NBPTower_A6S
  8860.       AnimationMode   = MANUAL
  8861.       Flags           = START_FRAME_LAST
  8862.       TransitionKey   = UP_SNOW
  8863.     End
  8864.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  8865.       Model           = NBPTower_A6SN
  8866.       Animation       = NBPTower_A6SN.NBPTower_A6SN
  8867.       AnimationMode   = MANUAL
  8868.       Flags           = START_FRAME_LAST
  8869.       TransitionKey   = UP_SNOWNIGHT
  8870.     End
  8871.     TransitionState   = DOWN_DEFAULT UP_DAY
  8872.      Model            = NBPTower_A6
  8873.       Animation       = NBPTower_A6.NBPTower_A6
  8874.       AnimationMode   = ONCE
  8875.       AnimationSpeedFactorRange = 1.0 1.0
  8876.       Flags           = START_FRAME_FIRST
  8877.     End
  8878.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  8879.      Model            = NBPTower_A6N
  8880.       Animation       = NBPTower_A6N.NBPTower_A6N
  8881.       AnimationMode   = ONCE
  8882.  
  8883.       AnimationSpeedFactorRange = 1.0 1.0
  8884.       Flags           = START_FRAME_FIRST
  8885.     End
  8886.     TransitionState   = DOWN_DEFAULT UP_SNOW
  8887.      Model            = NBPTower_A6S
  8888.       Animation       = NBPTower_A6S.NBPTower_A6S
  8889.       AnimationMode   = ONCE
  8890.       AnimationSpeedFactorRange = 1.0 1.0
  8891.       Flags           = START_FRAME_FIRST
  8892.     End
  8893.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  8894.      Model            = NBPTower_A6SN
  8895.       Animation       = NBPTower_A6SN.NBPTower_A6SN
  8896.       AnimationMode   = ONCE
  8897.       AnimationSpeedFactorRange = 1.0 1.0
  8898.       Flags           = START_FRAME_FIRST
  8899.     End
  8900.     TransitionState   = UP_DAY DOWN_DEFAULT
  8901.       Model           = NBPTower_A6
  8902.       Animation       = NBPTower_A6.NBPTower_A6
  8903.       AnimationMode   = ONCE_BACKWARDS
  8904.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8905.       Flags           = START_FRAME_LAST
  8906.     End
  8907.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  8908.       Model           = NBPTower_A6N
  8909.       Animation       = NBPTower_A6N.NBPTower_A6N
  8910.       AnimationMode   = ONCE_BACKWARDS
  8911.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8912.       Flags           = START_FRAME_LAST
  8913.     End
  8914.     TransitionState   = UP_SNOW DOWN_DEFAULT
  8915.       Model           = NBPTower_A6S
  8916.       Animation       = NBPTower_A6S.NBPTower_A6S
  8917.       AnimationMode   = ONCE_BACKWARDS
  8918.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8919.       Flags           = START_FRAME_LAST
  8920.     End
  8921.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  8922.       Model           = NBPTower_A6SN
  8923.       Animation       = NBPTower_A6SN.NBPTower_A6SN
  8924.       AnimationMode   = ONCE_BACKWARDS
  8925.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  8926.       Flags           = START_FRAME_LAST
  8927.     End
  8928.   End
  8929.  
  8930.   ; ------------ being-constructed crane -----------------
  8931.   Draw = W3DModelDraw ModuleTag_04
  8932.   AnimationsRequirePower = No
  8933.     DefaultConditionState
  8934.       Model           = None
  8935.       TransitionKey   = DOWN_DEFAULT
  8936.     End
  8937.     ConditionState    = NIGHT
  8938.       Model           = None
  8939.       TransitionKey   = DOWN_DEFAULT
  8940.     End
  8941.     ConditionState    = SNOW
  8942.       Model           = None
  8943.       TransitionKey   = DOWN_DEFAULT
  8944.     End
  8945.     ConditionState    = SNOW NIGHT
  8946.       Model           = None
  8947.       TransitionKey   = DOWN_DEFAULT
  8948.     End
  8949.     ConditionState    = SOLD
  8950.       Model           = NONE
  8951.     End
  8952.  
  8953.     ConditionState    = ACTIVELY_BEING_CONSTRUCTED
  8954.       Model           = NBPTower_A5
  8955.       Animation       = NBPTower_A5.NBPTower_A5
  8956.       AnimationMode   = LOOP
  8957.       TransitionKey   = UP_DAY
  8958.     End
  8959.  
  8960.     ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
  8961.       Model           = NBPTower_A5N
  8962.       Animation       = NBPTower_A5N.NBPTower_A5N
  8963.       AnimationMode   = LOOP
  8964.       TransitionKey   = UP_NIGHT
  8965.     End
  8966.     ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
  8967.       Model           = NBPTower_A5S
  8968.       Animation       = NBPTower_A5S.NBPTower_A5S
  8969.       AnimationMode   = LOOP
  8970.       TransitionKey   = UP_SNOW
  8971.     End
  8972.     ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  8973.       Model           = NBPTower_A5SN
  8974.       Animation       = NBPTower_A5SN.NBPTower_A5SN
  8975.       AnimationMode   = LOOP
  8976.       TransitionKey   = UP_SNOWNIGHT
  8977.     End
  8978.     TransitionState   = DOWN_DEFAULT UP_DAY
  8979.       Model           = NBPTower_AB
  8980.       Animation       = NBPTower_AB.NBPTower_AB
  8981.       AnimationMode   = ONCE
  8982.       AnimationSpeedFactorRange = 1.0 1.0
  8983.       Flags           = START_FRAME_FIRST
  8984.     End
  8985.  
  8986.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  8987.       Model           = NBPTower_ABN
  8988.       Animation       = NBPTower_ABN.NBPTower_ABN
  8989.       AnimationMode   = ONCE
  8990.       AnimationSpeedFactorRange = 1.0 1.0
  8991.       Flags           = START_FRAME_FIRST
  8992.     End
  8993.     TransitionState   = DOWN_DEFAULT UP_SNOW
  8994.       Model           = NBPTower_ABS
  8995.       Animation       = NBPTower_ABS.NBPTower_ABS
  8996.       AnimationMode   = ONCE
  8997.       AnimationSpeedFactorRange = 1.0 1.0
  8998.       Flags           = START_FRAME_FIRST
  8999.     End
  9000.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  9001.       Model           = NBPTower_ABSN
  9002.       Animation       = NBPTower_ABSN.NBPTower_ABSN
  9003.       AnimationMode   = ONCE
  9004.       AnimationSpeedFactorRange = 1.0 1.0
  9005.       Flags           = START_FRAME_FIRST
  9006.     End
  9007.     TransitionState   = UP_DAY DOWN_DEFAULT
  9008.       Model           = NBPTower_AB
  9009.       Animation       = NBPTower_AB.NBPTower_AB
  9010.       AnimationMode   = ONCE_BACKWARDS
  9011.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9012.       Flags           = START_FRAME_LAST
  9013.     End
  9014.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  9015.       Model           = NBPTower_ABN
  9016.       Animation       = NBPTower_ABN.NBPTower_ABN
  9017.       AnimationMode   = ONCE_BACKWARDS
  9018.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9019.       Flags           = START_FRAME_LAST
  9020.     End
  9021.     TransitionState   = UP_SNOW DOWN_DEFAULT
  9022.       Model           = NBPTower_ABS
  9023.       Animation       = NBPTower_ABS.NBPTower_ABS
  9024.       AnimationMode   = ONCE_BACKWARDS
  9025.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9026.       Flags           = START_FRAME_LAST
  9027.     End
  9028.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  9029.       Model           = NBPTower_ABSN
  9030.       Animation       = NBPTower_ABSN.NBPTower_ABSN
  9031.       AnimationMode   = ONCE_BACKWARDS
  9032.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9033.       Flags           = START_FRAME_LAST
  9034.     End
  9035.   End
  9036.   
  9037.   PlacementViewAngle     = -45
  9038.  
  9039.   ; ***DESIGN parameters ***
  9040.   DisplayName         = OBJECT:SpeakerTower
  9041.   Side                = China
  9042.   EditorSorting       = STRUCTURE
  9043.   BuildCost           = 500
  9044.   BuildTime           = 10.0           ; in seconds
  9045.   EnergyProduction    = -1
  9046.   VisionRange         = 200.0           ; Shroud clearing distance
  9047.   ShroudClearingRange = 200
  9048.   ArmorSet
  9049.     Conditions        = None
  9050.     Armor             = StructureArmor
  9051.     DamageFX          = StructureDamageFXNoShake
  9052.   End
  9053.   Prerequisites
  9054.     Object            = ChinaPropagandaCenter
  9055.   End
  9056.   CommandSet          = ChinaSpeakerTowerCommandSet
  9057.   ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  9058.  
  9059.   ; *** AUDIO Parameters ***
  9060.   VoiceSelect     = SpeakerTowerSelect
  9061.   SoundDie              = BuildingDie
  9062.   SoundOnDamaged        = BuildingDamagedStateLight
  9063.   SoundOnReallyDamaged  = BuildingDestroy
  9064.  
  9065.   UnitSpecificSounds
  9066.     UnderConstruction     = UnderConstructionLoop
  9067.   End
  9068.  
  9069.   ; *** ENGINEERING Parameters ***
  9070.   RadarPriority   = STRUCTURE
  9071.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
  9072.  
  9073.   Body            = StructureBody ModuleTag_05
  9074.     MaxHealth     = 300.0
  9075.     InitialHealth = 300.0
  9076.   End
  9077.   Behavior        = PropagandaTowerBehavior ModuleTag_06
  9078.     Radius                = 150.0
  9079.     DelayBetweenUpdates   = 2000 ; in milliseconds
  9080.     HealPercentEachSecond = 2%   ; get this % of max health every second 
  9081.     PulseFX               = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
  9082.     UpgradeRequired       = Upgrade_ChinaSubliminalMessaging
  9083.     UpgradedHealPercentEachSecond = 4%   ; get this % of max health every second 
  9084.     UpgradedPulseFX       = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
  9085.   End
  9086.   Behavior        = DestroyDie ModuleTag_07
  9087.     ;<NO DATA>
  9088.   End
  9089.   Behavior        = CreateObjectDie ModuleTag_08
  9090.     CreationList  = OCL_ABPowerPlantExplode
  9091.   End
  9092.   Behavior        = FXListDie ModuleTag_09
  9093.     DeathFX       = FX_StructureTinyDeath
  9094.   End
  9095.   Behavior        = ProductionUpdate ModuleTag_10
  9096.     ;<NO DATA> But is required if we have any Object-level Upgrades!
  9097.   End
  9098.  
  9099.   Behavior                = GenerateMinefieldBehavior ModuleTag_11
  9100.     TriggeredBy           = Upgrade_ChinaMines
  9101.     MineName              = ChinaStandardMine
  9102.     SmartBorder           = Yes
  9103.     AlwaysCircular        = Yes
  9104.   End
  9105.  
  9106.   Behavior             = FlammableUpdate ModuleTag_13
  9107.     AflameDuration     = 5000         ; If I catch fire, I'll burn for this long...
  9108.     AflameDamageAmount = 5       ; taking this much damage...
  9109.     AflameDamageDelay  = 500       ; this often.
  9110.   End
  9111.  
  9112.   Behavior = TransitionDamageFX ModuleTag_14
  9113.     ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
  9114.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
  9115.     ;---------------------------------------------------------------------------------------
  9116.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
  9117.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
  9118.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  9119.   End
  9120.  
  9121.   Geometry             = BOX
  9122.   GeometryMajorRadius  = 6.0
  9123.   GeometryMinorRadius  = 6.0
  9124.   GeometryHeight       = 51.0
  9125.   GeometryIsSmall      = No
  9126.   Shadow               = SHADOW_VOLUME
  9127.   BuildCompletion      = PLACED_BY_PLAYER
  9128.  
  9129. End
  9130.  
  9131. ;------------------------------------------------------------------------------
  9132. ;GLA Demo Trap
  9133.  
  9134. Object GLADemoTrap
  9135.  
  9136.   ; *** ART Parameters ***
  9137.   SelectPortrait         = SSHideBomb
  9138.   ButtonImage            = SSHideBomb
  9139.   Draw = W3DModelDraw ModuleTag_01
  9140.     OkToChangeModelColor = Yes
  9141.     DefaultConditionState
  9142.       Model         = EXHideBomb
  9143.     End
  9144.     AliasConditionState = DAMAGED
  9145.     AliasConditionState = REALLYDAMAGED
  9146.     AliasConditionState = RUBBLE
  9147.     AliasConditionState = NIGHT
  9148.     AliasConditionState = SNOW
  9149.     AliasConditionState = NIGHT SNOW
  9150.     AliasConditionState = NIGHT DAMAGED
  9151.     AliasConditionState = SNOW DAMAGED
  9152.     AliasConditionState = NIGHT SNOW DAMAGED
  9153.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  9154.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  9155.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  9156.     
  9157.     ;**************************************************************************************************************************
  9158.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  9159.     ;for this draw module
  9160.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  9161.       Model              = EXHideBomb
  9162.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9163.     End
  9164.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  9165.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  9166.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  9167.     
  9168.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  9169.       Model              = EXHideBomb
  9170.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9171.     End
  9172.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  9173.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  9174.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  9175.     
  9176.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  9177.       Model              = EXHideBomb
  9178.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9179.     End
  9180.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  9181.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  9182.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  9183.     
  9184.     ConditionState       = AWAITING_CONSTRUCTION 
  9185.       Model              = NONE
  9186.     End
  9187.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  9188.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  9189.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  9190.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  9191.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  9192.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  9193.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  9194.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  9195.     AliasConditionState  = SOLD DAMAGED
  9196.     AliasConditionState  = SOLD REALLYDAMAGED
  9197.     AliasConditionState  = SOLD NIGHT
  9198.     AliasConditionState  = SOLD NIGHT DAMAGED
  9199.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  9200.     AliasConditionState  = SOLD NIGHT SNOW
  9201.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  9202.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  9203.     ;**************************************************************************************************************************
  9204.     
  9205.     
  9206.   End
  9207.   PlacementViewAngle = -45
  9208.  
  9209.   ; ***DESIGN parameters ***
  9210.   DisplayName      = OBJECT:DemoTrap
  9211.   Side             = GLA
  9212.   EditorSorting    = STRUCTURE
  9213.   Prerequisites
  9214.     Object = GLAArmsDealer
  9215.   End
  9216.   BuildCost        = 400
  9217.   BuildTime        = 5.0           ; in seconds
  9218.   EnergyProduction = 0
  9219.   VisionRange     = 150.0           ; Shroud clearing distance
  9220.   ShroudClearingRange     = 150.0           ; Shroud clearing distance
  9221.   ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  9222.  
  9223.   WeaponSet
  9224.     ;The weapon set is used to determine detonation mode
  9225.     Conditions = None 
  9226.     Weapon = PRIMARY    DummyWeapon ;Used for mode matching only (when to detonate)
  9227.     Weapon = SECONDARY  DummyWeapon ;Used for mode matching only (when to detonate)
  9228.     Weapon = TERTIARY   DummyWeapon ;Used for mode matching only (when to detonate)
  9229.     AutoChooseSources = PRIMARY   NONE
  9230.     AutoChooseSources = SECONDARY NONE
  9231.     AutoChooseSources = TERTIARY  NONE
  9232.   End
  9233.   ArmorSet
  9234.     Conditions      = None
  9235.     Armor           = StructureArmor
  9236.     DamageFX        = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent
  9237.   End
  9238.  
  9239.   CommandSet = = GLADemoTrapCommandSet
  9240.  
  9241.   ; *** AUDIO Parameters ***
  9242.   VoiceSelect = UndergroundGeneratorSelect
  9243. ;  SoundDie              = BuildingDie              ; Turned off because death is start of detonation
  9244.   SoundOnDamaged        = BuildingDamagedStateLight
  9245.   SoundOnReallyDamaged  = BuildingDestroy
  9246.  
  9247.   UnitSpecificSounds
  9248.     UnderConstruction     = UnderConstructionLoop
  9249.   End
  9250.  
  9251.   ; *** ENGINEERING Parameters ***
  9252.   RadarPriority   = STRUCTURE
  9253.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE
  9254.   Body            = StructureBody ModuleTag_02
  9255.     MaxHealth       = 100.0   
  9256.     InitialHealth   = 100.0
  9257.   End
  9258.  
  9259.   Behavior = StealthUpdate ModuleTag_03
  9260.     StealthDelay = 0 ; msec
  9261.     StealthForbiddenConditions = NONE
  9262.     FriendlyOpacityMin = 100.0%
  9263.     OrderIdleEnemiesToAttackMeUponReveal  = Yes
  9264.   End
  9265.  
  9266.   Behavior = DemoTrapUpdate ModuleTag_04
  9267.     DefaultProximityMode      = Yes       ;If yes, defaults to proximity mode, otherwise defaults to manual.
  9268.     DetonationWeaponSlot      = PRIMARY   ;The slot the weapon is in when it detonates.
  9269.     ProximityModeWeaponSlot   = SECONDARY ;The slot proximity mode is determined by (bogus weapon)
  9270.     ManualModeWeaponSlot      = TERTIARY  ;The slot manual mode is determined by (bogus weapon)
  9271.     TriggerDetonationRange    = 40.0      ;Detonation range when in proximity mode (and must be on ground)
  9272.     IgnoreTargetTypes         = PROJECTILE UNATTACKABLE
  9273.     AutoDetonationWithFriendsInvolved = Yes ;GLA are low tech 
  9274. ;    DetonationWeapon          = DemoTrapDetonationWeapon
  9275.     DetonateWhenKilled        = Yes
  9276.   End
  9277.  
  9278.   Behavior = SlowDeathBehavior ModuleTag_05
  9279.     ExemptStatus = UNDER_CONSTRUCTION
  9280.     DestructionDelay = 1000
  9281.     FX = INITIAL FX_GLADemoTrapWarning
  9282.     Weapon = FINAL DemoTrapDetonationWeapon
  9283.   End
  9284.  
  9285.   Behavior = FlammableUpdate ModuleTag_07
  9286.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  9287.     AflameDamageAmount = 5       ; taking this much damage...
  9288.     AflameDamageDelay = 500       ; this often.
  9289.   End
  9290.  
  9291.   Behavior = InstantDeathBehavior ModuleTag_08
  9292.     ; if we are under construction, use this death instead
  9293.     RequiredStatus = UNDER_CONSTRUCTION
  9294.     ; no effect
  9295.   End
  9296.  
  9297.   BuildCompletion = PLACED_BY_PLAYER
  9298.   
  9299.   Shadow          = SHADOW_VOLUME
  9300.   Geometry = CYLINDER
  9301.   GeometryMajorRadius = 4.0
  9302.   GeometryHeight = 9    
  9303.   GeometryIsSmall = Yes 
  9304.  
  9305. End
  9306.  
  9307. ;------------------------------------------------------------------------------
  9308. ObjectReskin GLAHoleDemoTrap GLAHole
  9309.   Draw                     = W3DModelDraw ModuleTag_01
  9310.     OkToChangeModelColor   = Yes
  9311.     ConditionState         = NONE
  9312.       Model                = UBHole
  9313.     End
  9314.     ConditionState         = DAMAGED
  9315.       Model                = UBHole_D
  9316.       ParticleSysBone      = Smoke01 SteamVent
  9317.     End
  9318.     ConditionState         = REALLYDAMAGED
  9319.       Model                = UBHole_E
  9320.       ParticleSysBone      = Smoke01 SteamVent
  9321.       ParticleSysBone      = Smoke02 SteamVent
  9322.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  9323.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  9324.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  9325.     End
  9326.   End
  9327. ;Remove comments for this section and replace the model entries for the
  9328. ;pristine, and damage/reallydamaged rubble around the GLA hole below
  9329. ;  Draw                     = W3DModelDraw
  9330. ;    OkToChangeModelColor   = Yes
  9331. ;    ConditionState         = NONE
  9332. ;      Model                = UBSupply_R
  9333. ;    End
  9334. ;    ConditionState         = DAMAGED REALLYDAMAGED
  9335. ;      Model                = UBSupply_R
  9336. ;    End
  9337. ;  End
  9338. End
  9339.  
  9340. ; -----------------------------------------------------------------------------
  9341. Object GLAPowerPlantWindmillBlade
  9342.  
  9343.   ; *** ART Parameters ***
  9344.   Draw = W3DModelDraw ModuleTag_01
  9345.     OkToChangeModelColor = Yes
  9346.  
  9347.     ConditionState = NONE
  9348.       Model = UBPwrPlant_D1
  9349.     End
  9350.   End
  9351.  
  9352.   ; ***DESIGN parameters ***
  9353. ;  DisplayName      = OBJECT:RocketBuggyDebris
  9354.  
  9355.   EditorSorting   = DEBRIS
  9356.   KindOf = IMMOBILE
  9357.   Side = GLA
  9358.  
  9359.   ; *** AUDIO Parameters ***
  9360.   ; *** ENGINEERING Parameters ***
  9361. ;  RadarPriority = UNIT
  9362. ;  KindOf = PRELOAD CAN_CAST_REFLECTIONS
  9363.  
  9364.   Body = ActiveBody ModuleTag_02
  9365.     MaxHealth       = 1.0
  9366.     InitialHealth   = 1.0
  9367.   End
  9368.  
  9369.   Behavior = PhysicsBehavior ModuleTag_03
  9370.     Mass = 50
  9371.     AllowBouncing = Yes
  9372.   End
  9373.  
  9374.   Behavior = LifetimeUpdate ModuleTag_04
  9375.     MinLifetime = 10000   ; min lifetime in msec
  9376.     MaxLifetime = 15000   ; max lifetime in msec
  9377.   End
  9378.  
  9379.   Behavior = SlowDeathBehavior ModuleTag_05
  9380.     SinkDelay = 1000
  9381.     SinkRate = 1     ; in Dist/Sec
  9382.     DestructionDelay = 2000
  9383.   End
  9384.  
  9385.   Geometry = BOX
  9386.   GeometryMajorRadius = 9.0
  9387.   GeometryMinorRadius = 6.0
  9388.   GeometryHeight = 7.5     
  9389.   GeometryIsSmall = Yes    
  9390.  
  9391. End
  9392.  
  9393. ; -----------------------------------------------------------------------------
  9394. Object GLATunnelNetwork
  9395.  
  9396.   ; *** ART Parameters ***
  9397.   SelectPortrait         = SUTunnel_L
  9398.   ButtonImage            = SUTunnel
  9399.   Draw = W3DModelDraw ModuleTag_01
  9400.     OkToChangeModelColor = Yes
  9401.     
  9402.     DefaultConditionState
  9403.       Model             = UBUndTunn
  9404.       Turret            = Turret01
  9405.       WeaponFireFXBone  = PRIMARY BarrelMS
  9406.       WeaponMuzzleFlash = PRIMARY BarrelFX
  9407.     End
  9408.     ConditionState      = DAMAGED
  9409.       Model             = UBUndTunn_D
  9410.     End
  9411.     ConditionState      = REALLYDAMAGED RUBBLE
  9412.       Model             = UBUndTunn_E
  9413.       ParticleSysBone   = Steam01 SteamVent
  9414.     End
  9415.     
  9416.     
  9417.     ConditionState      = SNOW
  9418.       Model             = UBUndTunn_S
  9419.     End
  9420.     ConditionState      = DAMAGED SNOW
  9421.       Model             = UBUndTunn_DS
  9422.     End
  9423.     ConditionState      = REALLYDAMAGED RUBBLE SNOW
  9424.       Model             = UBUndTunn_ES
  9425.       ParticleSysBone   = Steam01 SteamVent
  9426.     End
  9427.     
  9428.     
  9429.     
  9430.     
  9431.     ConditionState      = NIGHT
  9432.       Model             = UBUndTunn_N
  9433.     End
  9434.     ConditionState      = DAMAGED NIGHT
  9435.       Model             = UBUndTunn_DN
  9436.     End
  9437.     ConditionState      = REALLYDAMAGED RUBBLE NIGHT
  9438.       Model             = UBUndTunn_EN
  9439.       ParticleSysBone   = Steam01 SteamVent
  9440.     End
  9441.     
  9442.     
  9443.     ConditionState      = SNOW NIGHT
  9444.       Model             = UBUndTunn_NS
  9445.     End
  9446.     ConditionState      = DAMAGED SNOW NIGHT
  9447.       Model             = UBUndTunn_DNS
  9448.     End
  9449.     ConditionState      = REALLYDAMAGED RUBBLE SNOW NIGHT
  9450.       Model             = UBUndTunn_ENS
  9451.       ParticleSysBone   = Steam01 SteamVent
  9452.     End
  9453.  
  9454.     ;**************************************************************************************************************************
  9455.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  9456.     ;for this draw module
  9457.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  9458.       Model              = UBUndTunn
  9459.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9460.     End
  9461.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  9462.       Model              = UBUndTunn_D
  9463.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9464.     End
  9465.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  9466.       Model              = UBUndTunn_E
  9467.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9468.     End
  9469.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  9470.       Model              = UBUndTunn_N
  9471.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9472.     End
  9473.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  9474.       Model              = UBUndTunn_DN
  9475.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9476.     End
  9477.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  9478.       Model              = UBUndTunn_EN
  9479.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9480.     End
  9481.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  9482.       Model              = UBUndTunn_S
  9483.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9484.     End
  9485.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  9486.       Model              = UBUndTunn_DS
  9487.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9488.     End
  9489.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  9490.       Model              = UBUndTunn_ES
  9491.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9492.     End
  9493.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  9494.       Model              = UBUndTunn_NS
  9495.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9496.     End
  9497.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  9498.       Model              = UBUndTunn_DNS
  9499.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9500.     End
  9501.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  9502.       Model              = UBUndTunn_ENS
  9503.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9504.     End
  9505.  
  9506.     ConditionState       = AWAITING_CONSTRUCTION 
  9507.       Model              = NONE
  9508.     End
  9509.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  9510.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  9511.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  9512.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  9513.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  9514.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  9515.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  9516.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  9517.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  9518.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  9519.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  9520.     AliasConditionState  = SOLD 
  9521.     AliasConditionState  = SOLD DAMAGED
  9522.     AliasConditionState  = SOLD REALLYDAMAGED
  9523.     AliasConditionState  = SOLD NIGHT
  9524.     AliasConditionState  = SOLD NIGHT DAMAGED
  9525.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  9526.     AliasConditionState  = SOLD SNOW
  9527.     AliasConditionState  = SOLD SNOW DAMAGED
  9528.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  9529.     AliasConditionState  = SOLD NIGHT SNOW
  9530.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  9531.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  9532.     ;**************************************************************************************************************************
  9533.     
  9534.   End
  9535.   
  9536.   ; ------------ construction-zone fence -----------------
  9537.   Draw = W3DModelDraw ModuleTag_02
  9538.   AnimationsRequirePower = No
  9539.     DefaultConditionState
  9540.       Model           = None
  9541.       TransitionKey   = DOWN_DEFAULT
  9542.     End
  9543.     ConditionState    = NIGHT
  9544.       Model           = None
  9545.       TransitionKey   = DOWN_DEFAULT
  9546.     End
  9547.     ConditionState    = SNOW
  9548.       Model           = None
  9549.       TransitionKey   = DOWN_DEFAULT
  9550.     End
  9551.     ConditionState    = SNOW NIGHT
  9552.       Model           = None
  9553.       TransitionKey   = DOWN_DEFAULT
  9554.     End
  9555.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  9556.       Model           = UBUndTunn_A4
  9557.       Animation       = UBUndTunn_A4.UBUndTunn_A4
  9558.       AnimationMode   = MANUAL
  9559.       Flags           = START_FRAME_LAST
  9560.       TransitionKey   = UP_DAY
  9561.     End
  9562.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  9563.       Model           = UBUndTunn_A4N
  9564.       Animation       = UBUndTunn_A4N.UBUndTunn_A4N
  9565.       AnimationMode   = MANUAL
  9566.       Flags           = START_FRAME_LAST
  9567.       TransitionKey   = UP_NIGHT
  9568.     End
  9569.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  9570.       Model           = UBUndTunn_A4S
  9571.       Animation       = UBUndTunn_A4S.UBUndTunn_A4S
  9572.       AnimationMode   = MANUAL
  9573.       Flags           = START_FRAME_LAST
  9574.       TransitionKey   = UP_SNOW
  9575.     End
  9576.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  9577.       Model           = UBUndTunn_A4SN
  9578.       Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
  9579.       AnimationMode   = MANUAL
  9580.       Flags           = START_FRAME_LAST
  9581.       TransitionKey   = UP_SNOWNIGHT
  9582.     End
  9583.     TransitionState   = DOWN_DEFAULT UP_DAY
  9584.       Model           = UBUndTunn_A4
  9585.       Animation       = UBUndTunn_A4.UBUndTunn_A4
  9586.       AnimationMode   = ONCE
  9587.       AnimationSpeedFactorRange = 1.0 1.0
  9588.       Flags           = START_FRAME_FIRST
  9589.     End
  9590.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  9591.       Model           = UBUndTunn_A4N
  9592.       Animation       = UBUndTunn_A4N.UBUndTunn_A4N
  9593.       AnimationMode   = ONCE
  9594.       AnimationSpeedFactorRange = 1.0 1.0
  9595.       Flags           = START_FRAME_FIRST
  9596.     End
  9597.     TransitionState   = DOWN_DEFAULT UP_SNOW
  9598.       Model           = UBUndTunn_A4S
  9599.       Animation       = UBUndTunn_A4S.UBUndTunn_A4S
  9600.       AnimationMode   = ONCE
  9601.       AnimationSpeedFactorRange = 1.0 1.0
  9602.       Flags           = START_FRAME_FIRST
  9603.     End
  9604.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  9605.       Model           = UBUndTunn_A4SN
  9606.       Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
  9607.       AnimationMode   = ONCE
  9608.       AnimationSpeedFactorRange = 1.0 1.0
  9609.       Flags           = START_FRAME_FIRST
  9610.     End
  9611.     TransitionState   = UP_DAY DOWN_DEFAULT
  9612.       Model           = UBUndTunn_A4
  9613.       Animation       = UBUndTunn_A4.UBUndTunn_A4
  9614.       AnimationMode   = ONCE_BACKWARDS
  9615.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9616.       Flags           = START_FRAME_LAST
  9617.     End
  9618.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  9619.       Model           = UBUndTunn_A4N
  9620.       Animation       = UBUndTunn_A4N.UBUndTunn_A4N
  9621.       AnimationMode   = ONCE_BACKWARDS
  9622.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9623.       Flags           = START_FRAME_LAST
  9624.     End
  9625.     TransitionState   = UP_SNOW DOWN_DEFAULT
  9626.       Model           = UBUndTunn_A4S
  9627.       Animation       = UBUndTunn_A4S.UBUndTunn_A4S
  9628.       AnimationMode   = ONCE_BACKWARDS
  9629.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9630.       Flags           = START_FRAME_LAST
  9631.     End
  9632.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  9633.       Model           = UBUndTunn_A4SN
  9634.       Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
  9635.       AnimationMode   = ONCE_BACKWARDS
  9636.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9637.       Flags           = START_FRAME_LAST
  9638.     End
  9639.   End
  9640.  
  9641.   ; ------------ under-construction scaffolding -----------------
  9642.   Draw = W3DModelDraw ModuleTag_03
  9643.   AnimationsRequirePower = No
  9644.     DefaultConditionState
  9645.       Model           = None
  9646.       TransitionKey   = DOWN_DEFAULT
  9647.     End
  9648.     ConditionState    = NIGHT
  9649.       Model           = None
  9650.       TransitionKey   = DOWN_DEFAULT
  9651.     End
  9652.     ConditionState    = SNOW
  9653.       Model           = None
  9654.       TransitionKey   = DOWN_DEFAULT
  9655.     End
  9656.     ConditionState    = SNOW NIGHT
  9657.       Model           = None
  9658.       TransitionKey   = DOWN_DEFAULT
  9659.     End
  9660.     ConditionState    =  PARTIALLY_CONSTRUCTED 
  9661.       Model           = UBUndTunn_A6
  9662.       Animation       = UBUndTunn_A6.UBUndTunn_A6
  9663.       AnimationMode   = MANUAL
  9664.       Flags           = START_FRAME_LAST
  9665.       TransitionKey   = UP_DAY
  9666.     End
  9667.     ConditionState    = NIGHT  PARTIALLY_CONSTRUCTED 
  9668.       Model           = UBUndTunn_A6N
  9669.       Animation       = UBUndTunn_A6N.UBUndTunn_A6N
  9670.       AnimationMode   = MANUAL
  9671.       Flags           = START_FRAME_LAST
  9672.       TransitionKey   = UP_NIGHT
  9673.     End
  9674.     ConditionState    = SNOW  PARTIALLY_CONSTRUCTED 
  9675.       Model           = UBUndTunn_A6S
  9676.       Animation       = UBUndTunn_A6S.UBUndTunn_A6S
  9677.       AnimationMode   = MANUAL
  9678.       Flags           = START_FRAME_LAST
  9679.       TransitionKey   = UP_SNOW
  9680.     End
  9681.     ConditionState    = SNOW NIGHT  PARTIALLY_CONSTRUCTED 
  9682.       Model           = UBUndTunn_A6SN
  9683.       Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
  9684.       AnimationMode   = MANUAL
  9685.       Flags           = START_FRAME_LAST
  9686.       TransitionKey   = UP_SNOWNIGHT
  9687.     End
  9688.     TransitionState   = DOWN_DEFAULT UP_DAY
  9689.       Model           = UBUndTunn_A6
  9690.       Animation       = UBUndTunn_A6.UBUndTunn_A6
  9691.       AnimationMode   = ONCE
  9692.       AnimationSpeedFactorRange = 1.0 1.0
  9693.       Flags           = START_FRAME_FIRST
  9694.     End
  9695.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  9696.       Model           = UBUndTunn_A6N
  9697.       Animation       = UBUndTunn_A6N.UBUndTunn_A6N
  9698.       AnimationMode   = ONCE
  9699.       AnimationSpeedFactorRange = 1.0 1.0
  9700.       Flags           = START_FRAME_FIRST
  9701.     End
  9702.     TransitionState   = DOWN_DEFAULT UP_SNOW
  9703.       Model           = UBUndTunn_A6S
  9704.       Animation       = UBUndTunn_A6S.UBUndTunn_A6S
  9705.       AnimationMode   = ONCE
  9706.       AnimationSpeedFactorRange = 1.0 1.0
  9707.       Flags           = START_FRAME_FIRST
  9708.     End
  9709.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  9710.       Model           = UBUndTunn_A6SN
  9711.       Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
  9712.       AnimationMode   = ONCE
  9713.       AnimationSpeedFactorRange = 1.0 1.0
  9714.       Flags           = START_FRAME_FIRST
  9715.     End
  9716.     TransitionState   = UP_DAY DOWN_DEFAULT
  9717.       Model           = UBUndTunn_A6
  9718.       Animation       = UBUndTunn_A6.UBUndTunn_A6
  9719.       AnimationMode   = ONCE_BACKWARDS
  9720.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9721.       Flags           = START_FRAME_LAST
  9722.     End
  9723.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  9724.       Model           = UBUndTunn_A6N
  9725.       Animation       = UBUndTunn_A6N.UBUndTunn_A6N
  9726.       AnimationMode   = ONCE_BACKWARDS
  9727.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9728.       Flags           = START_FRAME_LAST
  9729.     End
  9730.     TransitionState   = UP_SNOW DOWN_DEFAULT
  9731.       Model           = UBUndTunn_A6S
  9732.       Animation       = UBUndTunn_A6S.UBUndTunn_A6S
  9733.       AnimationMode   = ONCE_BACKWARDS
  9734.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9735.       Flags           = START_FRAME_LAST
  9736.     End
  9737.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  9738.       Model           = UBUndTunn_A6SN
  9739.       Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
  9740.       AnimationMode   = ONCE_BACKWARDS
  9741.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  9742.       Flags           = START_FRAME_LAST
  9743.     End
  9744.   End
  9745.  
  9746.   PlacementViewAngle = -135
  9747.  
  9748.   ; ***DESIGN parameters ***
  9749.   DisplayName      = OBJECT:TunnelNetwork
  9750.   Side = GLA
  9751.   EditorSorting    = STRUCTURE
  9752.   Prerequisites
  9753.     Object = GLABarracks
  9754.   End
  9755.   BuildCost        = 800
  9756.   RefundValue      = 100 ; With nothing (or zero) listed, we sell for half price. 
  9757.   BuildTime        = 15.0           ; in seconds
  9758.   EnergyProduction = 0
  9759.   VisionRange     = 200.0           ; Shroud clearing distance
  9760.   ShroudClearingRange = 200
  9761.   ArmorSet
  9762.     Conditions      = None
  9763.     Armor           = StructureArmor
  9764.     DamageFX        = StructureDamageFXNoShake
  9765.   End
  9766.   WeaponSet
  9767.     Conditions = None 
  9768.     Weapon = PRIMARY TunnelNetworkGun
  9769.   End
  9770.   CommandSet       = GLATunnelNetworkCommandSet
  9771.   ExperienceValue     = 100 100 100 100  ; Experience point value at each level
  9772.  
  9773.   ; *** AUDIO Parameters ***
  9774.   VoiceSelect = TunnelNetworkSelect
  9775.   SoundDie              = BuildingDie
  9776.   SoundOnDamaged        = BuildingDamagedStateLight
  9777.   SoundOnReallyDamaged  = BuildingDestroy
  9778.   SoundEnter = GarrisonEnter
  9779.   SoundExit = GarrisonExit
  9780.  
  9781.   UnitSpecificSounds
  9782.     UnderConstruction     = UnderConstructionLoop
  9783.     TurretMoveLoop        = NoSound
  9784.   End
  9785.  
  9786.   ; *** ENGINEERING Parameters ***
  9787.   RadarPriority   = STRUCTURE
  9788.   KindOf          = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE
  9789.   Body            = StructureBody ModuleTag_04
  9790.     MaxHealth       = 1000.0
  9791.     InitialHealth   = 1000.0
  9792.   End
  9793.  
  9794.   Behavior = StealthDetectorUpdate ModuleTag_13
  9795.     DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
  9796.     DetectionRange   = 150   ;Dustin, enable this for independant balancing!
  9797.     CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
  9798.     CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  9799.   End
  9800.  
  9801.   Behavior = AIUpdateInterface ModuleTag_16
  9802.     Turret
  9803.       TurretTurnRate        = 180   // turn rate, in degrees per sec
  9804.       ControlledWeaponSlots = PRIMARY
  9805.     End
  9806.  
  9807.     AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
  9808.   End
  9809.   Behavior = TunnelContain ModuleTag_05
  9810.     TimeForFullHeal     = 5000   ;(in milliseconds)
  9811.   End
  9812.  
  9813.   Behavior = DefaultProductionExitUpdate ModuleTag_06
  9814.     UnitCreatePoint   = X:  5.0  Y:  0.0   Z:0.0
  9815.     NaturalRallyPoint = X: 35.0  Y:  0.0   Z:0.0
  9816.   End
  9817.  
  9818.   Behavior            = SpawnBehavior ModuleTag_07
  9819.     SpawnNumber       = 2
  9820.     SpawnReplaceDelay = 9999
  9821.     SpawnTemplateName = GLAInfantryTunnelDefender
  9822.     OneShot           = Yes
  9823.     CanReclaimOrphans = No
  9824.   End
  9825.   Behavior             = RebuildHoleExposeDie ModuleTag_09
  9826.     HoleName      = GLAHoleTunnelNetwork
  9827.     HoleMaxHealth = 500.0
  9828.   End
  9829.   Behavior = DestroyDie ModuleTag_10
  9830.     ;nothing
  9831.   End
  9832.   Behavior             = CreateObjectDie ModuleTag_11
  9833.     CreationList  = OCL_ABTunnelNetworkDebris
  9834.   End
  9835.   Behavior             = FXListDie ModuleTag_12
  9836.     DeathFX       = FX_StructureSmallDeath
  9837.   End
  9838.  
  9839.   Behavior = FlammableUpdate ModuleTag_15
  9840.  
  9841.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  9842.     AflameDamageAmount = 5       ; taking this much damage...
  9843.     AflameDamageDelay = 500       ; this often.
  9844.   End
  9845.  
  9846.   Behavior = TransitionDamageFX ModuleTag_17
  9847.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  9848.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  9849.     ;---------------------------------------------------------------------------------------
  9850.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  9851.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  9852.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  9853.   End
  9854.  
  9855.   Geometry = CYLINDER
  9856.   GeometryMajorRadius = 25.0
  9857.   GeometryHeight = 20.0    
  9858.   GeometryIsSmall     = No
  9859.   Shadow          = SHADOW_VOLUME
  9860.   BuildCompletion = PLACED_BY_PLAYER
  9861.  
  9862. End
  9863.  
  9864. ;------------------------------------------------------------------------------
  9865. ObjectReskin GLAHoleTunnelNetwork GLAHole
  9866.   Draw                     = W3DModelDraw ModuleTag_01
  9867.     OkToChangeModelColor   = Yes
  9868.     ConditionState         = NONE
  9869.       Model                = UBHole
  9870.     End
  9871.     ConditionState         = DAMAGED
  9872.       Model                = UBHole_D
  9873.       ParticleSysBone      = Smoke01 SteamVent
  9874.     End
  9875.     ConditionState         = REALLYDAMAGED
  9876.       Model                = UBHole_E
  9877.       ParticleSysBone      = Smoke01 SteamVent
  9878.       ParticleSysBone      = Smoke02 SteamVent
  9879.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  9880.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  9881.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  9882.     End
  9883.   End
  9884.   Draw                     = W3DModelDraw ModuleTag_02
  9885.     OkToChangeModelColor   = Yes
  9886.     ConditionState         = NONE
  9887.       Model                = UBUndTunn_R
  9888.     End
  9889.     ConditionState         = DAMAGED REALLYDAMAGED
  9890.       Model                = UBUndTunn_R
  9891.     End
  9892.   End
  9893. End
  9894.  
  9895. ;------------------------------------------------------------------------------
  9896. ;GLA Tunnel Network copy, without the spawn module
  9897. Object GLATunnelNetworkNoSpawn
  9898.   ; *** ART Parameters ***
  9899.   SelectPortrait         = SUTunnel_L
  9900.   ButtonImage            = SUTunnel
  9901.   Draw = W3DModelDraw ModuleTag_01
  9902.     OkToChangeModelColor = Yes
  9903.     
  9904.     DefaultConditionState
  9905.       Model             = UBUndTunn
  9906.       Turret            = Turret01
  9907.       WeaponFireFXBone  = PRIMARY BarrelMS
  9908.       WeaponMuzzleFlash = PRIMARY BarrelFX
  9909.     End
  9910.  
  9911.     ConditionState      = DAMAGED
  9912.       Model             = UBUndTunn_D
  9913.     End
  9914.  
  9915.     ConditionState      = REALLYDAMAGED RUBBLE
  9916.       Model             = UBUndTunn_E
  9917.       ParticleSysBone   = Steam01 SteamVent
  9918.     End
  9919.     
  9920.     
  9921.     ConditionState      = SNOW
  9922.       Model             = UBUndTunn_S
  9923.     End
  9924.     
  9925.     ConditionState      = DAMAGED SNOW
  9926.       Model             = UBUndTunn_DS
  9927.     End
  9928.  
  9929.     ConditionState      = REALLYDAMAGED RUBBLE SNOW
  9930.       Model             = UBUndTunn_ES
  9931.       ParticleSysBone   = Steam01 SteamVent
  9932.     End
  9933.     
  9934.     
  9935.     
  9936.     
  9937.     ConditionState      = NIGHT
  9938.       Model             = UBUndTunn_N
  9939.     End
  9940.  
  9941.  
  9942.     ConditionState      = DAMAGED NIGHT
  9943.       Model             = UBUndTunn_DN
  9944.     End
  9945.  
  9946.     ConditionState      = REALLYDAMAGED RUBBLE NIGHT
  9947.       Model             = UBUndTunn_EN
  9948.       ParticleSysBone   = Steam01 SteamVent
  9949.     End
  9950.     
  9951.     
  9952.     ConditionState      = SNOW NIGHT
  9953.       Model             = UBUndTunn_NS
  9954.     End
  9955.     
  9956.     ConditionState      = DAMAGED SNOW NIGHT
  9957.       Model             = UBUndTunn_DNS
  9958.     End
  9959.  
  9960.     ConditionState      = REALLYDAMAGED RUBBLE SNOW NIGHT
  9961.       Model             = UBUndTunn_ENS
  9962.       ParticleSysBone   = Steam01 SteamVent
  9963.     End
  9964.     
  9965.         ;**************************************************************************************************************************
  9966.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  9967.     ;for this draw module
  9968.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  9969.       Model              = UBUndTunn
  9970.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9971.     End
  9972.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  9973.       Model              = UBUndTunn_D
  9974.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9975.     End
  9976.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  9977.       Model              = UBUndTunn_E
  9978.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9979.     End
  9980.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  9981.       Model              = UBUndTunn_N
  9982.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9983.     End
  9984.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  9985.       Model              = UBUndTunn_DN
  9986.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9987.     End
  9988.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  9989.       Model              = UBUndTunn_EN
  9990.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9991.     End
  9992.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  9993.       Model              = UBUndTunn_S
  9994.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9995.     End
  9996.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  9997.       Model              = UBUndTunn_DS
  9998.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  9999.     End
  10000.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  10001.       Model              = UBUndTunn_ES
  10002.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10003.     End
  10004.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  10005.       Model              = UBUndTunn_NS
  10006.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10007.     End
  10008.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  10009.       Model              = UBUndTunn_DNS
  10010.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10011.     End
  10012.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  10013.       Model              = UBUndTunn_ENS
  10014.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10015.     End
  10016.  
  10017.     ConditionState       = AWAITING_CONSTRUCTION 
  10018.       Model              = NONE
  10019.     End
  10020.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  10021.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  10022.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  10023.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  10024.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  10025.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  10026.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  10027.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  10028.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  10029.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  10030.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  10031.     AliasConditionState  = SOLD 
  10032.     AliasConditionState  = SOLD DAMAGED
  10033.     AliasConditionState  = SOLD REALLYDAMAGED
  10034.     AliasConditionState  = SOLD NIGHT
  10035.     AliasConditionState  = SOLD NIGHT DAMAGED
  10036.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  10037.     AliasConditionState  = SOLD SNOW
  10038.     AliasConditionState  = SOLD SNOW DAMAGED
  10039.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  10040.     AliasConditionState  = SOLD NIGHT SNOW
  10041.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  10042.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  10043.     ;**************************************************************************************************************************
  10044.  
  10045.   End
  10046.   
  10047.   ; ------------ construction-zone fence -----------------
  10048.   Draw = W3DModelDraw ModuleTag_02
  10049.   AnimationsRequirePower = No
  10050.     DefaultConditionState
  10051.       Model           = None
  10052.       TransitionKey   = DOWN_DEFAULT
  10053.     End
  10054.     ConditionState    = NIGHT
  10055.       Model           = None
  10056.       TransitionKey   = DOWN_DEFAULT
  10057.     End
  10058.     ConditionState    = SNOW
  10059.       Model           = None
  10060.       TransitionKey   = DOWN_DEFAULT
  10061.     End
  10062.     ConditionState    = SNOW NIGHT
  10063.       Model           = None
  10064.       TransitionKey   = DOWN_DEFAULT
  10065.     End
  10066.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10067.       Model           = UBUndTunn_A4
  10068.       Animation       = UBUndTunn_A4.UBUndTunn_A4
  10069.       AnimationMode   = MANUAL
  10070.       Flags           = START_FRAME_LAST
  10071.       TransitionKey   = UP_DAY
  10072.     End
  10073.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10074.       Model           = UBUndTunn_A4N
  10075.       Animation       = UBUndTunn_A4N.UBUndTunn_A4N
  10076.       AnimationMode   = MANUAL
  10077.       Flags           = START_FRAME_LAST
  10078.       TransitionKey   = UP_NIGHT
  10079.     End
  10080.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10081.       Model           = UBUndTunn_A4S
  10082.       Animation       = UBUndTunn_A4S.UBUndTunn_A4S
  10083.       AnimationMode   = MANUAL
  10084.       Flags           = START_FRAME_LAST
  10085.       TransitionKey   = UP_SNOW
  10086.     End
  10087.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10088.       Model           = UBUndTunn_A4SN
  10089.       Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
  10090.       AnimationMode   = MANUAL
  10091.       Flags           = START_FRAME_LAST
  10092.       TransitionKey   = UP_SNOWNIGHT
  10093.     End
  10094.     TransitionState   = DOWN_DEFAULT UP_DAY
  10095.       Model           = UBUndTunn_A4
  10096.       Animation       = UBUndTunn_A4.UBUndTunn_A4
  10097.       AnimationMode   = ONCE
  10098.       AnimationSpeedFactorRange = 1.0 1.0
  10099.       Flags           = START_FRAME_FIRST
  10100.     End
  10101.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  10102.       Model           = UBUndTunn_A4N
  10103.       Animation       = UBUndTunn_A4N.UBUndTunn_A4N
  10104.       AnimationMode   = ONCE
  10105.       AnimationSpeedFactorRange = 1.0 1.0
  10106.       Flags           = START_FRAME_FIRST
  10107.     End
  10108.     TransitionState   = DOWN_DEFAULT UP_SNOW
  10109.       Model           = UBUndTunn_A4S
  10110.       Animation       = UBUndTunn_A4S.UBUndTunn_A4S
  10111.       AnimationMode   = ONCE
  10112.       AnimationSpeedFactorRange = 1.0 1.0
  10113.       Flags           = START_FRAME_FIRST
  10114.     End
  10115.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  10116.       Model           = UBUndTunn_A4SN
  10117.       Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
  10118.       AnimationMode   = ONCE
  10119.       AnimationSpeedFactorRange = 1.0 1.0
  10120.       Flags           = START_FRAME_FIRST
  10121.     End
  10122.     TransitionState   = UP_DAY DOWN_DEFAULT
  10123.       Model           = UBUndTunn_A4
  10124.       Animation       = UBUndTunn_A4.UBUndTunn_A4
  10125.       AnimationMode   = ONCE_BACKWARDS
  10126.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10127.       Flags           = START_FRAME_LAST
  10128.     End
  10129.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  10130.       Model           = UBUndTunn_A4N
  10131.       Animation       = UBUndTunn_A4N.UBUndTunn_A4N
  10132.       AnimationMode   = ONCE_BACKWARDS
  10133.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10134.       Flags           = START_FRAME_LAST
  10135.     End
  10136.     TransitionState   = UP_SNOW DOWN_DEFAULT
  10137.       Model           = UBUndTunn_A4S
  10138.       Animation       = UBUndTunn_A4S.UBUndTunn_A4S
  10139.       AnimationMode   = ONCE_BACKWARDS
  10140.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10141.       Flags           = START_FRAME_LAST
  10142.     End
  10143.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  10144.       Model           = UBUndTunn_A4SN
  10145.       Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
  10146.       AnimationMode   = ONCE_BACKWARDS
  10147.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10148.       Flags           = START_FRAME_LAST
  10149.     End
  10150.   End
  10151.  
  10152.   ; ------------ under-construction scaffolding -----------------
  10153.   Draw = W3DModelDraw ModuleTag_03
  10154.   AnimationsRequirePower = No
  10155.     DefaultConditionState
  10156.       Model           = None
  10157.       TransitionKey   = DOWN_DEFAULT
  10158.     End
  10159.     ConditionState    = NIGHT
  10160.       Model           = None
  10161.       TransitionKey   = DOWN_DEFAULT
  10162.     End
  10163.     ConditionState    = SNOW
  10164.       Model           = None
  10165.       TransitionKey   = DOWN_DEFAULT
  10166.     End
  10167.     ConditionState    = SNOW NIGHT
  10168.       Model           = None
  10169.       TransitionKey   = DOWN_DEFAULT
  10170.     End
  10171.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10172.       Model           = UBUndTunn_A6
  10173.       Animation       = UBUndTunn_A6.UBUndTunn_A6
  10174.       AnimationMode   = MANUAL
  10175.       Flags           = START_FRAME_LAST
  10176.       TransitionKey   = UP_DAY
  10177.     End
  10178.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10179.       Model           = UBUndTunn_A6N
  10180.       Animation       = UBUndTunn_A6N.UBUndTunn_A6N
  10181.       AnimationMode   = MANUAL
  10182.       Flags           = START_FRAME_LAST
  10183.       TransitionKey   = UP_NIGHT
  10184.     End
  10185.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10186.       Model           = UBUndTunn_A6S
  10187.       Animation       = UBUndTunn_A6S.UBUndTunn_A6S
  10188.       AnimationMode   = MANUAL
  10189.       Flags           = START_FRAME_LAST
  10190.       TransitionKey   = UP_SNOW
  10191.     End
  10192.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10193.       Model           = UBUndTunn_A6SN
  10194.       Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
  10195.       AnimationMode   = MANUAL
  10196.       Flags           = START_FRAME_LAST
  10197.       TransitionKey   = UP_SNOWNIGHT
  10198.     End
  10199.     TransitionState   = DOWN_DEFAULT UP_DAY
  10200.       Model           = UBUndTunn_A6
  10201.       Animation       = UBUndTunn_A6.UBUndTunn_A6
  10202.       AnimationMode   = ONCE
  10203.       AnimationSpeedFactorRange = 1.0 1.0
  10204.       Flags           = START_FRAME_FIRST
  10205.     End
  10206.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  10207.       Model           = UBUndTunn_A6N
  10208.       Animation       = UBUndTunn_A6N.UBUndTunn_A6N
  10209.       AnimationMode   = ONCE
  10210.       AnimationSpeedFactorRange = 1.0 1.0
  10211.       Flags           = START_FRAME_FIRST
  10212.     End
  10213.     TransitionState   = DOWN_DEFAULT UP_SNOW
  10214.       Model           = UBUndTunn_A6S
  10215.       Animation       = UBUndTunn_A6S.UBUndTunn_A6S
  10216.       AnimationMode   = ONCE
  10217.       AnimationSpeedFactorRange = 1.0 1.0
  10218.       Flags           = START_FRAME_FIRST
  10219.     End
  10220.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  10221.       Model           = UBUndTunn_A6SN
  10222.       Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
  10223.       AnimationMode   = ONCE
  10224.       AnimationSpeedFactorRange = 1.0 1.0
  10225.       Flags           = START_FRAME_FIRST
  10226.     End
  10227.     TransitionState   = UP_DAY DOWN_DEFAULT
  10228.       Model           = UBUndTunn_A6
  10229.       Animation       = UBUndTunn_A6.UBUndTunn_A6
  10230.       AnimationMode   = ONCE_BACKWARDS
  10231.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10232.       Flags           = START_FRAME_LAST
  10233.     End
  10234.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  10235.       Model           = UBUndTunn_A6N
  10236.       Animation       = UBUndTunn_A6N.UBUndTunn_A6N
  10237.       AnimationMode   = ONCE_BACKWARDS
  10238.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10239.       Flags           = START_FRAME_LAST
  10240.     End
  10241.     TransitionState   = UP_SNOW DOWN_DEFAULT
  10242.       Model           = UBUndTunn_A6S
  10243.       Animation       = UBUndTunn_A6S.UBUndTunn_A6S
  10244.       AnimationMode   = ONCE_BACKWARDS
  10245.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10246.       Flags           = START_FRAME_LAST
  10247.     End
  10248.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  10249.       Model           = UBUndTunn_A6SN
  10250.       Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
  10251.       AnimationMode   = ONCE_BACKWARDS
  10252.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10253.       Flags           = START_FRAME_LAST
  10254.     End
  10255.   End
  10256.  
  10257.   PlacementViewAngle = -135
  10258.  
  10259.   ; ***DESIGN parameters ***
  10260.   DisplayName      = OBJECT:TunnelNetwork
  10261.   Side = GLA
  10262.   EditorSorting    = STRUCTURE
  10263.   Prerequisites
  10264.     Object = GLABarracks
  10265.   End
  10266.   BuildCost        = 800
  10267.   BuildTime        = 5.0           ; in seconds
  10268.   EnergyProduction = 0
  10269.   VisionRange     = 200.0           ; Shroud clearing distance
  10270.   ShroudClearingRange = 200
  10271.   ArmorSet
  10272.     Conditions      = None
  10273.     Armor           = StructureArmor
  10274.     DamageFX        = StructureDamageFXNoShake
  10275.   End
  10276.   WeaponSet
  10277.     Conditions = None 
  10278.     Weapon = PRIMARY TunnelNetworkGun
  10279.   End
  10280.   CommandSet       = GLATunnelNetworkCommandSet
  10281.   ExperienceValue     = 100 100 100 100  ; Experience point value at each level
  10282.  
  10283.   ; *** AUDIO Parameters ***
  10284.   VoiceSelect = TunnelNetworkSelect
  10285.   SoundDie              = BuildingDie
  10286.   SoundOnDamaged        = BuildingDamagedStateLight
  10287.   SoundOnReallyDamaged  = BuildingDestroy
  10288.   SoundEnter = GarrisonEnter
  10289.   SoundExit = GarrisonExit
  10290.  
  10291.  
  10292.   UnitSpecificSounds
  10293.     UnderConstruction     = UnderConstructionLoop
  10294.     TurretMoveLoop        = NoSound
  10295.   End
  10296.  
  10297.   ; *** ENGINEERING Parameters ***
  10298.   RadarPriority   = STRUCTURE
  10299.   KindOf          = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE
  10300.   Body            = StructureBody ModuleTag_04
  10301.     MaxHealth       = 1000.0
  10302.     InitialHealth   = 1000.0
  10303.   End
  10304.  
  10305.   Behavior = StealthDetectorUpdate ModuleTag_13
  10306.     DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
  10307.     DetectionRange   = 150   ;Dustin, enable this for independant balancing!
  10308.     CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
  10309.     CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  10310.   End
  10311.  
  10312.   Behavior = AIUpdateInterface ModuleTag_16
  10313.     Turret
  10314.       TurretTurnRate        = 180   // turn rate, in degrees per sec
  10315.       ControlledWeaponSlots = PRIMARY
  10316.     End
  10317.  
  10318.     AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
  10319.   End
  10320.   Behavior = TunnelContain ModuleTag_05
  10321.     TimeForFullHeal     = 5000   ;(in milliseconds)
  10322.   End
  10323.  
  10324. ; The lack of these two modules is what makes this Single player version different from the normal one
  10325.  
  10326. ;  Behavior = DefaultProductionExitUpdate ModuleTag_06
  10327. ;    UnitCreatePoint   = X:  5.0  Y:  0.0   Z:0.0
  10328. ;    NaturalRallyPoint = X: 35.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  10329. ;  End
  10330. ;
  10331. ;  Behavior            = SpawnBehavior ModuleTag_07
  10332. ;    SpawnNumber       = 2
  10333. ;    SpawnReplaceDelay = 9999
  10334. ;    SpawnTemplateName = GLAInfantryTunnelDefender
  10335. ;    OneShot           = Yes
  10336. ;    CanReclaimOrphans = No
  10337. ;  End
  10338.   Behavior             = RebuildHoleExposeDie ModuleTag_09
  10339.     HoleName      = GLAHoleTunnelNetwork
  10340.     HoleMaxHealth = 500.0
  10341.   End
  10342.   Behavior = DestroyDie ModuleTag_10
  10343.     ;nothing
  10344.   End
  10345.   Behavior             = CreateObjectDie ModuleTag_11
  10346.     CreationList  = OCL_ABTunnelNetworkDebris
  10347.   End
  10348.   Behavior             = FXListDie ModuleTag_12
  10349.     DeathFX       = FX_StructureSmallDeath
  10350.   End
  10351.  
  10352.   Behavior = FlammableUpdate ModuleTag_15
  10353.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  10354.     AflameDamageAmount = 5       ; taking this much damage...
  10355.     AflameDamageDelay = 500       ; this often.
  10356.   End
  10357.  
  10358.   Behavior = TransitionDamageFX ModuleTag_17
  10359.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  10360.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  10361.     ;---------------------------------------------------------------------------------------
  10362.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  10363.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  10364.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  10365.   End
  10366.  
  10367.   Geometry = CYLINDER
  10368.   GeometryMajorRadius = 25.0
  10369.   GeometryHeight = 20.0    
  10370.   GeometryIsSmall     = No
  10371.   Shadow          = SHADOW_VOLUME
  10372.   BuildCompletion = PLACED_BY_PLAYER
  10373.  
  10374. End
  10375.  
  10376. ;------------------------------------------------------------------------------
  10377. ObjectReskin GLAHoleTunnelNetworkNoSpawn GLAHole
  10378.   Draw                     = W3DModelDraw ModuleTag_01
  10379.     OkToChangeModelColor   = Yes
  10380.     ConditionState         = NONE
  10381.       Model                = UBHole
  10382.     End
  10383.     ConditionState         = DAMAGED
  10384.       Model                = UBHole_D
  10385.       ParticleSysBone      = Smoke01 SteamVent
  10386.     End
  10387.     ConditionState         = REALLYDAMAGED
  10388.       Model                = UBHole_E
  10389.       ParticleSysBone      = Smoke01 SteamVent
  10390.       ParticleSysBone      = Smoke02 SteamVent
  10391.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  10392.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  10393.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  10394.     End
  10395.   End
  10396.   Draw                     = W3DModelDraw ModuleTag_02
  10397.     OkToChangeModelColor   = Yes
  10398.     ConditionState         = NONE
  10399.       Model                = UBUndTunn_R
  10400.       ParticleSysBone      = Smoke01 SmolderingSmoke
  10401.       ParticleSysBone      = Smoke02 SmolderingSmoke
  10402.     End
  10403.     ConditionState         = DAMAGED REALLYDAMAGED
  10404.       Model                = UBUndTunn_R
  10405.       ParticleSysBone      = Smoke01 SmolderingSmoke
  10406.       ParticleSysBone      = Smoke02 SmolderingSmoke
  10407.     End
  10408.   End
  10409. End
  10410.  
  10411. ;------------------------------------------------------------------------------
  10412. Object GLAStingerSite
  10413.  
  10414.   ; *** ART Parameters ***
  10415.   SelectPortrait         = SUStinger_L
  10416.   ButtonImage            = SUStinger
  10417.   UpgradeCameo1          = Upgrade_GLAAPRockets
  10418.   Draw = W3DModelDraw ModuleTag_01
  10419.     OkToChangeModelColor = Yes
  10420.     
  10421.     ; day ************************************
  10422.     ConditionState = NONE
  10423.       Model = UBStingerS
  10424.     End
  10425.     
  10426.     ConditionState = DAMAGED
  10427.       Model = UBStingerS_D
  10428.     End
  10429.     
  10430.     ConditionState = REALLYDAMAGED RUBBLE
  10431.       Model = UBStingerS_E
  10432.     End
  10433.  
  10434.     ; day snow ************************************
  10435.     ConditionState = SNOW
  10436.       Model = UBStingerS_S
  10437.     End
  10438.     
  10439.     ConditionState = DAMAGED SNOW
  10440.       Model = UBStingerS_DS
  10441.     End
  10442.     
  10443.     ConditionState = REALLYDAMAGED SNOW RUBBLE
  10444.       Model = UBStingerS_ES
  10445.     End
  10446.     
  10447.     ; night  **********************************
  10448.     ConditionState       = NIGHT 
  10449.       Model              = UBStingerS_N
  10450.     End
  10451.     
  10452.     ConditionState       = DAMAGED NIGHT 
  10453.       Model              = UBStingerS_DN
  10454.     End
  10455.     
  10456.     ConditionState       = REALLYDAMAGED NIGHT  RUBBLE
  10457.       Model              = UBStingerS_EN
  10458.     End
  10459.        
  10460.     ; night snow **********************************
  10461.     ConditionState       = NIGHT SNOW
  10462.       Model              = UBStingerS_NS
  10463.     End
  10464.     
  10465.     ConditionState       = DAMAGED NIGHT SNOW
  10466.       Model              = UBStingerS_DNS
  10467.     End
  10468.     
  10469.     ConditionState       = REALLYDAMAGED NIGHT SNOW RUBBLE
  10470.       Model              = UBStingerS_ENS
  10471.     End
  10472.     
  10473.     
  10474.         ;**************************************************************************************************************************
  10475.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  10476.     ;for this draw module
  10477.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10478.       Model              = UBStingerS
  10479.      ; Animation          = UBStingerS.UBStingerS
  10480.      ; AnimationMode      = LOOP
  10481.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10482.     End
  10483.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  10484.       Model              = UBStingerS_D
  10485.      ; Animation          = UBStingerS_D.UBStingerS_D
  10486.      ; AnimationMode      = LOOP
  10487.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10488.     End
  10489.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  10490.       Model              = UBStingerS_E
  10491.      ; Animation          = UBStingerS_E.UBStingerS_E
  10492.      ; AnimationMode      = LOOP
  10493.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10494.     End
  10495.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  10496.       Model              = UBStingerS_N
  10497.      ; Animation          = UBStingerS_N.UBStingerS_N
  10498.      ; AnimationMode      = LOOP
  10499.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10500.     End
  10501.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  10502.       Model              = UBStingerS_DN
  10503.      ; Animation          = UBStingerS_DN.UBStingerS_DN
  10504.      ; AnimationMode      = LOOP
  10505.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10506.     End
  10507.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  10508.       Model              = UBStingerS_EN
  10509.      ; Animation          = UBStingerS_EN.UBStingerS_EN
  10510.      ; AnimationMode      = LOOP
  10511.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10512.     End
  10513.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  10514.       Model              = UBStingerS_S
  10515.      ; Animation          = UBStingerS_S.UBStingerS_S
  10516.      ; AnimationMode      = LOOP
  10517.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10518.     End
  10519.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  10520.       Model              = UBStingerS_DS
  10521.      ; Animation          = UBStingerS_DS.UBStingerS_DS
  10522.      ; AnimationMode      = LOOP
  10523.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10524.     End
  10525.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  10526.       Model              = UBStingerS_ES
  10527.      ; Animation          = UBStingerS_ES.UBStingerS_ES
  10528.      ; AnimationMode      = LOOP
  10529.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10530.     End
  10531.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  10532.       Model              = UBStingerS_NS
  10533.      ; Animation          = UBStingerS_NS.UBStingerS_NS
  10534.      ; AnimationMode      = LOOP
  10535.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10536.     End
  10537.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  10538.       Model              = UBStingerS_DNS
  10539.      ; Animation          = UBStingerS_DNS.UBStingerS_DNS
  10540.      ; AnimationMode      = LOOP
  10541.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10542.     End
  10543.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  10544.       Model              = UBStingerS_ENS
  10545.      ; Animation          = UBStingerS_ENS.UBStingerS_ENS
  10546.      ; AnimationMode      = LOOP
  10547.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  10548.     End
  10549.  
  10550.     ConditionState       = AWAITING_CONSTRUCTION 
  10551.       Model              = NONE
  10552.     End
  10553.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  10554.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  10555.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  10556.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  10557.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  10558.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  10559.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  10560.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  10561.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  10562.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  10563.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  10564.     AliasConditionState  = SOLD 
  10565.     AliasConditionState  = SOLD DAMAGED
  10566.     AliasConditionState  = SOLD REALLYDAMAGED
  10567.     AliasConditionState  = SOLD NIGHT
  10568.     AliasConditionState  = SOLD NIGHT DAMAGED
  10569.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  10570.     AliasConditionState  = SOLD SNOW
  10571.     AliasConditionState  = SOLD SNOW DAMAGED
  10572.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  10573.     AliasConditionState  = SOLD NIGHT SNOW
  10574.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  10575.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  10576.     ;**************************************************************************************************************************
  10577.  
  10578.   
  10579.   End
  10580.   ; ------------ construction-zone fence -----------------
  10581.   Draw = W3DModelDraw ModuleTag_02
  10582.   AnimationsRequirePower = No
  10583.     DefaultConditionState
  10584.       Model           = None
  10585.       TransitionKey   = DOWN_DEFAULT
  10586.     End
  10587.     ConditionState    = NIGHT
  10588.       Model           = None
  10589.       TransitionKey   = DOWN_DEFAULT
  10590.     End
  10591.     ConditionState    = SNOW
  10592.       Model           = None
  10593.       TransitionKey   = DOWN_DEFAULT
  10594.     End
  10595.     ConditionState    = SNOW NIGHT
  10596.       Model           = None
  10597.       TransitionKey   = DOWN_DEFAULT
  10598.     End
  10599.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10600.       Model           = UBStingerS_A4
  10601.       Animation       = UBStingerS_A4.UBStingerS_A4
  10602.       AnimationMode   = MANUAL
  10603.       Flags           = START_FRAME_LAST
  10604.       TransitionKey   = UP_DAY
  10605.     End
  10606.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10607.       Model           = UBStingerS_A4N
  10608.       Animation       = UBStingerS_A4N.UBStingerS_A4N
  10609.       AnimationMode   = MANUAL
  10610.       Flags           = START_FRAME_LAST
  10611.       TransitionKey   = UP_NIGHT
  10612.     End
  10613.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10614.       Model           = UBStingerS_A4S
  10615.       Animation       = UBStingerS_A4S.UBStingerS_A4S
  10616.       AnimationMode   = MANUAL
  10617.       Flags           = START_FRAME_LAST
  10618.       TransitionKey   = UP_SNOW
  10619.     End
  10620.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  10621.       Model           = UBStingerS_A4SN
  10622.       Animation       = UBStingerS_A4SN.UBStingerS_A4SN
  10623.       AnimationMode   = MANUAL
  10624.       Flags           = START_FRAME_LAST
  10625.       TransitionKey   = UP_SNOWNIGHT
  10626.     End
  10627.     TransitionState   = DOWN_DEFAULT UP_DAY
  10628.       Model           = UBStingerS_A4
  10629.       Animation       = UBStingerS_A4.UBStingerS_A4
  10630.       AnimationMode   = ONCE
  10631.       AnimationSpeedFactorRange = 1.0 1.0
  10632.       Flags           = START_FRAME_FIRST
  10633.     End
  10634.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  10635.       Model           = UBStingerS_A4N
  10636.       Animation       = UBStingerS_A4N.UBStingerS_A4N
  10637.       AnimationMode   = ONCE
  10638.       AnimationSpeedFactorRange = 1.0 1.0
  10639.       Flags           = START_FRAME_FIRST
  10640.     End
  10641.     TransitionState   = DOWN_DEFAULT UP_SNOW
  10642.       Model           = UBStingerS_A4S
  10643.       Animation       = UBStingerS_A4S.UBStingerS_A4S
  10644.       AnimationMode   = ONCE
  10645.       AnimationSpeedFactorRange = 1.0 1.0
  10646.       Flags           = START_FRAME_FIRST
  10647.     End
  10648.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  10649.       Model           = UBStingerS_A4SN
  10650.       Animation       = UBStingerS_A4SN.UBStingerS_A4SN
  10651.       AnimationMode   = ONCE
  10652.       AnimationSpeedFactorRange = 1.0 1.0
  10653.       Flags           = START_FRAME_FIRST
  10654.     End
  10655.     TransitionState   = UP_DAY DOWN_DEFAULT
  10656.       Model           = UBStingerS_A4
  10657.       Animation       = UBStingerS_A4.UBStingerS_A4
  10658.       AnimationMode   = ONCE_BACKWARDS
  10659.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10660.       Flags           = START_FRAME_LAST
  10661.     End
  10662.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  10663.       Model           = UBStingerS_A4N
  10664.       Animation       = UBStingerS_A4N.UBStingerS_A4N
  10665.       AnimationMode   = ONCE_BACKWARDS
  10666.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10667.       Flags           = START_FRAME_LAST
  10668.     End
  10669.     TransitionState   = UP_SNOW DOWN_DEFAULT
  10670.       Model           = UBStingerS_A4S
  10671.       Animation       = UBStingerS_A4S.UBStingerS_A4S
  10672.       AnimationMode   = ONCE_BACKWARDS
  10673.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10674.       Flags           = START_FRAME_LAST
  10675.     End
  10676.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  10677.       Model           = UBStingerS_A4SN
  10678.       Animation       = UBStingerS_A4SN.UBStingerS_A4SN
  10679.       AnimationMode   = ONCE_BACKWARDS
  10680.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10681.       Flags           = START_FRAME_LAST
  10682.     End
  10683.   End
  10684.  
  10685.   ; ------------ under-construction scaffolding -----------------
  10686.   Draw = W3DModelDraw ModuleTag_03
  10687.   AnimationsRequirePower = No
  10688.     MinLODRequired = MEDIUM
  10689.     DefaultConditionState
  10690.       Model           = None
  10691.       TransitionKey   = DOWN_DEFAULT
  10692.     End
  10693.     ConditionState    = NIGHT
  10694.       Model           = None
  10695.       TransitionKey   = DOWN_DEFAULT
  10696.     End
  10697.     ConditionState    = SNOW
  10698.       Model           = None
  10699.       TransitionKey   = DOWN_DEFAULT
  10700.     End
  10701.     ConditionState    = SNOW NIGHT
  10702.       Model           = None
  10703.       TransitionKey   = DOWN_DEFAULT
  10704.     End
  10705.     ConditionState    = PARTIALLY_CONSTRUCTED
  10706.       Model           = UBStingerS_A6
  10707.       Animation       = UBStingerS_A6.UBStingerS_A6
  10708.       AnimationMode   = MANUAL
  10709.       Flags           = START_FRAME_LAST
  10710.       TransitionKey   = UP_DAY
  10711.       ParticleSysBone = Smoke01 BuildUpSmoke
  10712.       ParticleSysBone = Smoke02 BuildUpSmoke
  10713.       ParticleSysBone = Smoke03 BuildUpSmoke
  10714.     End
  10715.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  10716.       Model           = UBStingerS_A6N
  10717.       Animation       = UBStingerS_A6N.UBStingerS_A6N
  10718.       AnimationMode   = MANUAL
  10719.       Flags           = START_FRAME_LAST
  10720.       TransitionKey   = UP_NIGHT
  10721.       ParticleSysBone = Smoke01 BuildUpSmoke
  10722.       ParticleSysBone = Smoke02 BuildUpSmoke
  10723.       ParticleSysBone = Smoke03 BuildUpSmoke
  10724.     End
  10725.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  10726.       Model           = UBStingerS_A6S
  10727.       Animation       = UBStingerS_A6S.UBStingerS_A6S
  10728.       AnimationMode   = MANUAL
  10729.       Flags           = START_FRAME_LAST
  10730.       TransitionKey   = UP_SNOW
  10731.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  10732.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  10733.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  10734.     End
  10735.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  10736.       Model           = UBStingerS_A6SN
  10737.       Animation       = UBStingerS_A6SN.UBStingerS_A6SN
  10738.       AnimationMode   = MANUAL
  10739.       Flags           = START_FRAME_LAST
  10740.       TransitionKey   = UP_SNOWNIGHT
  10741.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  10742.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  10743.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  10744.     End
  10745.     TransitionState   = DOWN_DEFAULT UP_DAY
  10746.      Model            = UBStingerS_A6
  10747.       Animation       = UBStingerS_A6.UBStingerS_A6
  10748.       AnimationMode   = ONCE
  10749.       AnimationSpeedFactorRange = 1.0 1.0
  10750.       Flags           = START_FRAME_FIRST
  10751.     End
  10752.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  10753.      Model            = UBStingerS_A6N
  10754.       Animation       = UBStingerS_A6N.UBStingerS_A6N
  10755.       AnimationMode   = ONCE
  10756.       AnimationSpeedFactorRange = 1.0 1.0
  10757.       Flags           = START_FRAME_FIRST
  10758.     End
  10759.     TransitionState   = DOWN_DEFAULT UP_SNOW
  10760.      Model            = UBStingerS_A6S
  10761.       Animation       = UBStingerS_A6S.UBStingerS_A6S
  10762.       AnimationMode   = ONCE
  10763.       AnimationSpeedFactorRange = 1.0 1.0
  10764.       Flags           = START_FRAME_FIRST
  10765.     End
  10766.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  10767.      Model            = UBStingerS_A6SN
  10768.       Animation       = UBStingerS_A6SN.UBStingerS_A6SN
  10769.       AnimationMode   = ONCE
  10770.       AnimationSpeedFactorRange = 1.0 1.0
  10771.       Flags           = START_FRAME_FIRST
  10772.     End
  10773.     TransitionState   = UP_DAY DOWN_DEFAULT
  10774.       Model           = UBStingerS_A6
  10775.       Animation       = UBStingerS_A6.UBStingerS_A6
  10776.       AnimationMode   = ONCE_BACKWARDS
  10777.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10778.       Flags           = START_FRAME_LAST
  10779.     End
  10780.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  10781.       Model           = UBStingerS_A6N
  10782.       Animation       = UBStingerS_A6N.UBStingerS_A6N
  10783.       AnimationMode   = ONCE_BACKWARDS
  10784.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10785.       Flags           = START_FRAME_LAST
  10786.     End
  10787.     TransitionState   = UP_SNOW DOWN_DEFAULT
  10788.       Model           = UBStingerS_A6S
  10789.       Animation       = UBStingerS_A6S.UBStingerS_A6S
  10790.       AnimationMode   = ONCE_BACKWARDS
  10791.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10792.       Flags           = START_FRAME_LAST
  10793.     End
  10794.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  10795.       Model           = UBStingerS_A6SN
  10796.       Animation       = UBStingerS_A6SN.UBStingerS_A6SN
  10797.       AnimationMode   = ONCE_BACKWARDS
  10798.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  10799.       Flags           = START_FRAME_LAST
  10800.     End
  10801.   End
  10802.   
  10803.   PlacementViewAngle = -45
  10804.  
  10805.   ; ***DESIGN parameters ***
  10806.   DisplayName         = OBJECT:StingerSite
  10807.   Side                = GLA
  10808.   EditorSorting       = STRUCTURE
  10809.   Prerequisites
  10810.     Object            = GLABarracks
  10811.   End
  10812.   BuildCost           = 900
  10813.   BuildTime           = 25.0           ; in seconds
  10814.   EnergyProduction    = 0
  10815.   VisionRange         = 600.0           ; Shroud clearing distance
  10816.   ShroudClearingRange = 400
  10817.   ArmorSet
  10818.     Conditions        = None
  10819.     Armor             = StingerSiteArmor
  10820.     DamageFX          = StructureDamageFXNoShake
  10821.   End
  10822.   CommandSet          = GLAStingerSiteCommandSet
  10823.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  10824.  
  10825.   ; *** AUDIO Parameters ***
  10826.   VoiceSelect         = StingerSiteSelect
  10827.   SoundDie              = BuildingDie
  10828.   SoundOnDamaged        = BuildingDamagedStateLight
  10829.   SoundOnReallyDamaged  = BuildingDestroy
  10830.  
  10831.   UnitSpecificSounds
  10832.     UnderConstruction     = UnderConstructionLoop
  10833.   End
  10834.  
  10835.   ; *** ENGINEERING Parameters ***
  10836.   RadarPriority        = STRUCTURE
  10837.   KindOf               = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS MP_COUNT_FOR_VICTORY SCORE_CREATE
  10838.  
  10839.   Body                 = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior!
  10840.     MaxHealth          = 1000.0
  10841.     InitialHealth      = 1000.0
  10842.     ;**Careful with these damage types -- because area damage types will already
  10843.     ;**damage slaves.
  10844.     PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +FLESHY_SNIPER +POISON +RADIATION
  10845.     SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +FLESHY_SNIPER ; Take no damage if noone to pass this to
  10846.   End
  10847.  
  10848.   Behavior = SpawnPointProductionExitUpdate ModuleTag_05
  10849.     SpawnPointBoneName = SpawnPoint
  10850.   End
  10851.  
  10852.   Behavior                = SpawnBehavior ModuleTag_06
  10853.     SpawnNumber           = 3
  10854.     SpawnReplaceDelay     = 30000 ;msec
  10855.     SpawnTemplateName     = GLAInfantryStingerSoldier
  10856.     CanReclaimOrphans     = No
  10857.     SpawnedRequireSpawner = Yes
  10858.   End
  10859.   Behavior        = RebuildHoleExposeDie ModuleTag_08
  10860.     HoleName      = GLAHoleStingerSite
  10861.     HoleMaxHealth = 500.0
  10862.   End
  10863.   Behavior        = DestroyDie ModuleTag_09
  10864.     ;<NO DATA>
  10865.   End
  10866.   Behavior        = CreateObjectDie ModuleTag_10
  10867.     CreationList  = OCL_ABStingerSiteDebris
  10868.   End
  10869.   Behavior        = FXListDie ModuleTag_11
  10870.     DeathFX       = FX_StructureSmallDeath
  10871.   End
  10872.   Behavior        = FireWeaponWhenDeadBehavior ModuleTag_12
  10873.     DeathWeapon   = StingerSiteDeathConcussion
  10874.     StartsActive  = Yes
  10875.   End
  10876.  
  10877.   Behavior                = FlammableUpdate ModuleTag_15
  10878.     AflameDuration        = 5000         ; If I catch fire, I'll burn for this long...
  10879.     AflameDamageAmount    = 5       ; taking this much damage...
  10880.     AflameDamageDelay     = 500       ; this often.
  10881.   End
  10882.  
  10883.   Behavior = TransitionDamageFX ModuleTag_16
  10884.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  10885.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  10886.     ;---------------------------------------------------------------------------------------
  10887.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  10888.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  10889.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  10890.   End
  10891.  
  10892.   Geometry            = CYLINDER
  10893.   GeometryMajorRadius = 36.0
  10894.   GeometryHeight      = 9.0    
  10895.   GeometryIsSmall     = No
  10896.   Shadow              = SHADOW_VOLUME
  10897.   BuildCompletion     = PLACED_BY_PLAYER
  10898.  
  10899. End
  10900.  
  10901. ;------------------------------------------------------------------------------
  10902. ObjectReskin GLAHoleStingerSite GLAHole
  10903.   Draw                     = W3DModelDraw ModuleTag_01
  10904.     OkToChangeModelColor   = Yes
  10905.     ConditionState         = NONE
  10906.       Model                = UBHole
  10907.     End
  10908.     ConditionState         = DAMAGED
  10909.       Model                = UBHole_D
  10910.       ParticleSysBone      = Smoke01 SteamVent
  10911.     End
  10912.     ConditionState         = REALLYDAMAGED
  10913.       Model                = UBHole_E
  10914.       ParticleSysBone      = Smoke01 SteamVent
  10915.       ParticleSysBone      = Smoke02 SteamVent
  10916.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  10917.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  10918.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  10919.     End
  10920.   End
  10921.   Draw                     = W3DModelDraw ModuleTag_02
  10922.     OkToChangeModelColor   = Yes
  10923.     ConditionState         = NONE
  10924.       Model                = UBStingerS_R
  10925.     End
  10926.     ConditionState         = DAMAGED REALLYDAMAGED
  10927.       Model                = UBStingerS_R
  10928.     End
  10929.   End
  10930. End
  10931.  
  10932. ;------------------------------------------------------------------------------
  10933. ObjectReskin GLAHolePalace GLAHole
  10934.   Draw                     = W3DModelDraw ModuleTag_01
  10935.     OkToChangeModelColor   = Yes
  10936.     ConditionState         = NONE
  10937.       Model                = UBHole
  10938.     End
  10939.     ConditionState         = DAMAGED
  10940.       Model                = UBHole_D
  10941.       ParticleSysBone      = Smoke01 SteamVent
  10942.     End
  10943.     ConditionState         = REALLYDAMAGED RUBBLE
  10944.       Model                = UBHole_E
  10945.       ParticleSysBone      = Smoke01 SteamVent
  10946.       ParticleSysBone      = Smoke02 SteamVent
  10947.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  10948.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  10949.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  10950.     End
  10951.   End
  10952.   Draw                     = W3DModelDraw ModuleTag_02
  10953.     OkToChangeModelColor   = Yes
  10954.     ConditionState         = NONE
  10955.       Model                = UBPalace_R
  10956.       ParticleSysBone      = Smoke01 SmolderingSmoke
  10957.       ParticleSysBone      = Smoke02 SmolderingSmoke
  10958.       ParticleSysBone      = Flame01 FireBurningBarricade01
  10959.     End
  10960.     ConditionState         = DAMAGED REALLYDAMAGED
  10961.       Model                = UBPalace_R
  10962.       ParticleSysBone      = Smoke01 SmolderingSmoke
  10963.     End
  10964.   End
  10965. End
  10966.  
  10967. ;------------------------------------------------------------------------------
  10968. ;China Nuclear Reactor
  10969. Object ChinaPowerPlant
  10970.  
  10971.   ; *** ART Parameters ***
  10972.   SelectPortrait         = SNReactor_L
  10973.   ButtonImage            = SNReactor
  10974.   ;day
  10975.   Draw                = W3DModelDraw ModuleTag_01
  10976.     OkToChangeModelColor = Yes
  10977.     ConditionState    = NONE
  10978.       Model           = NBPwrPlant
  10979.       ParticleSysBone = Smoke01 SteamVent
  10980.       ParticleSysBone = Smoke02 SteamVent
  10981.     End
  10982.     ConditionState    = DAMAGED
  10983.       Model           = NBPwrPlant_D
  10984.       ParticleSysBone = Smoke01 SteamLarge
  10985.       ParticleSysBone = Smoke02 SteamMedium
  10986.       ParticleSysBone = Smoke03 SmolderingSmoke
  10987.       ParticleSysBone = Smoke04 SmolderingSmoke
  10988.       ParticleSysBone = Smoke05 SmolderingSmoke
  10989.       ParticleSysBone = Smoke06 FireFactionLarge
  10990.       ParticleSysBone = Fire01  SmolderingFire
  10991.     End
  10992.     ConditionState    = REALLYDAMAGED RUBBLE
  10993.       Model           = NBPwrPlant_E
  10994.       ParticleSysBone = Smoke01 SteamVent
  10995.       ParticleSysBone = Smoke02 SteamVent
  10996.       ParticleSysBone = Smoke03 SmolderingSmoke
  10997.       ParticleSysBone = Smoke04 SmolderingSmoke
  10998.       ParticleSysBone = Smoke05 SmolderingSmoke
  10999.       ParticleSysBone = Smoke06 SmolderingSmoke
  11000.       ParticleSysBone = Fire01  SmolderingFire
  11001.       ParticleSysBone = Fire02  SmolderingFire
  11002.       ParticleSysBone = Spark01 SparksLarge
  11003.       ParticleSysBone = Spark02 SparksMedium
  11004.       ParticleSysBone = Spark03 SparksSmall
  11005.       ParticleSysBone = Spark04 LiveWireSparks
  11006.     End
  11007.  
  11008.     ; day overcharge
  11009.     ConditionState    = POWER_PLANT_UPGRADED
  11010.       Model           = NBPwrPlant
  11011.       ParticleSysBone = Smoke01 SteamVent
  11012.       ParticleSysBone = Smoke02 SteamVent
  11013.       ParticleSysBone = Spark01 SparksLarge
  11014.       ParticleSysBone = Spark02 SparksLarge
  11015.       ParticleSysBone = Spark03 SparksMedium
  11016.       ParticleSysBone = Spark04 SparksMedium
  11017.       ParticleSysBone = Spark05 SparksSmall
  11018.       ParticleSysBone = Spark06 SparksSmall
  11019.       ParticleSysBone = Spark07 SparksSmall
  11020.     End
  11021.     ConditionState    = DAMAGED POWER_PLANT_UPGRADED
  11022.       Model           = NBPwrPlant_D
  11023.       ParticleSysBone = Smoke01 SteamVent
  11024.       ParticleSysBone = Smoke02 SteamVent
  11025.       ParticleSysBone = Smoke03 SmolderingSmoke
  11026.       ParticleSysBone = Smoke04 SmolderingSmoke
  11027.       ParticleSysBone = Smoke05 SmolderingSmoke
  11028.       ParticleSysBone = Smoke06 SmolderingSmoke
  11029.       ParticleSysBone = Fire01  SmolderingFire
  11030.       ParticleSysBone = Spark01 SparksLarge
  11031.       ParticleSysBone = Spark02 SparksLarge
  11032.       ParticleSysBone = Spark03 SparksMedium
  11033.       ParticleSysBone = Spark04 SparksMedium
  11034.       ParticleSysBone = Spark05 SparksMedium
  11035.       ParticleSysBone = Spark06 SparksSmall
  11036.       ParticleSysBone = Spark07 SparksSmall
  11037.     End
  11038.     ConditionState    = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
  11039.       Model           = NBPwrPlant_E
  11040.       ParticleSysBone = Smoke01 SteamVent
  11041.       ParticleSysBone = Smoke02 SteamVent
  11042.       ParticleSysBone = Smoke03 SmolderingSmoke
  11043.       ParticleSysBone = Smoke04 SmolderingSmoke
  11044.       ParticleSysBone = Smoke05 SmolderingSmoke
  11045.       ParticleSysBone = Smoke06 SmolderingSmoke
  11046.       ParticleSysBone = Fire01  SmolderingFire
  11047.       ParticleSysBone = Fire02  SmolderingFire
  11048.       ParticleSysBone = Spark01 SparksLarge
  11049.       ParticleSysBone = Spark02 SparksLarge
  11050.       ParticleSysBone = Spark03 SparksLarge
  11051.       ParticleSysBone = Spark04 SparksLarge
  11052.       ParticleSysBone = Spark05 SparksMedium
  11053.       ParticleSysBone = Spark06 SparksMedium
  11054.       ParticleSysBone = Spark07 SparksSmall
  11055.     End
  11056.     
  11057.     
  11058.     ; Snow-Day
  11059.     
  11060.     ConditionState    = SNOW
  11061.       Model           = NBPwrPlant_S
  11062.       ParticleSysBone = Smoke01 SteamVent
  11063.       ParticleSysBone = Smoke02 SteamVent
  11064.     End
  11065.     ConditionState    = DAMAGED SNOW
  11066.       Model           = NBPwrPlant_DS
  11067.       ParticleSysBone = Smoke01 SteamLarge
  11068.       ParticleSysBone = Smoke02 SteamMedium
  11069.       ParticleSysBone = Smoke03 SmolderingSmoke
  11070.       ParticleSysBone = Smoke04 SmolderingSmoke
  11071.       ParticleSysBone = Smoke05 SmolderingSmoke
  11072.       ParticleSysBone = Smoke06 FireFactionLarge
  11073.       ParticleSysBone = Fire01  SmolderingFire
  11074.     End
  11075.     ConditionState    = REALLYDAMAGED RUBBLE SNOW
  11076.       Model           = NBPwrPlant_ES
  11077.       ParticleSysBone = Smoke01 SteamVent
  11078.       ParticleSysBone = Smoke02 SteamVent
  11079.       ParticleSysBone = Smoke03 SmolderingSmoke
  11080.       ParticleSysBone = Smoke04 SmolderingSmoke
  11081.       ParticleSysBone = Smoke05 SmolderingSmoke
  11082.       ParticleSysBone = Smoke06 SmolderingSmoke
  11083.       ParticleSysBone = Fire01  SmolderingFire
  11084.       ParticleSysBone = Fire02  SmolderingFire
  11085.       ParticleSysBone = Spark01 SparksLarge
  11086.       ParticleSysBone = Spark02 SparksMedium
  11087.       ParticleSysBone = Spark03 SparksSmall
  11088.       ParticleSysBone = Spark04 LiveWireSparks
  11089.     End
  11090.  
  11091.     ; day overcharge
  11092.     ConditionState    = POWER_PLANT_UPGRADED SNOW
  11093.       Model           = NBPwrPlant_S
  11094.       ParticleSysBone = Smoke01 SteamVent
  11095.       ParticleSysBone = Smoke02 SteamVent
  11096.       ParticleSysBone = Spark01 SparksLarge
  11097.       ParticleSysBone = Spark02 SparksLarge
  11098.       ParticleSysBone = Spark03 SparksMedium
  11099.       ParticleSysBone = Spark04 SparksMedium
  11100.       ParticleSysBone = Spark05 SparksSmall
  11101.       ParticleSysBone = Spark06 SparksSmall
  11102.       ParticleSysBone = Spark07 SparksSmall
  11103.     End
  11104.     ConditionState    = DAMAGED POWER_PLANT_UPGRADED SNOW
  11105.       Model           = NBPwrPlant_DS
  11106.       ParticleSysBone = Smoke01 SteamVent
  11107.       ParticleSysBone = Smoke02 SteamVent
  11108.       ParticleSysBone = Smoke03 SmolderingSmoke
  11109.       ParticleSysBone = Smoke04 SmolderingSmoke
  11110.       ParticleSysBone = Smoke05 SmolderingSmoke
  11111.       ParticleSysBone = Smoke06 SmolderingSmoke
  11112.       ParticleSysBone = Fire01  SmolderingFire
  11113.       ParticleSysBone = Spark01 SparksLarge
  11114.       ParticleSysBone = Spark02 SparksLarge
  11115.       ParticleSysBone = Spark03 SparksMedium
  11116.       ParticleSysBone = Spark04 SparksMedium
  11117.       ParticleSysBone = Spark05 SparksMedium
  11118.       ParticleSysBone = Spark06 SparksSmall
  11119.       ParticleSysBone = Spark07 SparksSmall
  11120.     End
  11121.     ConditionState    = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
  11122.       Model           = NBPwrPlant_ES
  11123.       ParticleSysBone = Smoke01 SteamVent
  11124.       ParticleSysBone = Smoke02 SteamVent
  11125.       ParticleSysBone = Smoke03 SmolderingSmoke
  11126.       ParticleSysBone = Smoke04 SmolderingSmoke
  11127.       ParticleSysBone = Smoke05 SmolderingSmoke
  11128.       ParticleSysBone = Smoke06 SmolderingSmoke
  11129.       ParticleSysBone = Fire01  SmolderingFire
  11130.       ParticleSysBone = Fire02  SmolderingFire
  11131.       ParticleSysBone = Spark01 SparksLarge
  11132.       ParticleSysBone = Spark02 SparksLarge
  11133.       ParticleSysBone = Spark03 SparksLarge
  11134.       ParticleSysBone = Spark04 SparksLarge
  11135.       ParticleSysBone = Spark05 SparksMedium
  11136.       ParticleSysBone = Spark06 SparksMedium
  11137.       ParticleSysBone = Spark07 SparksSmall
  11138.     End
  11139.     
  11140.  
  11141.   ;night snow
  11142.     ConditionState    = NIGHT SNOW
  11143.       Model           = NBPwrPlant_NS
  11144.       Animation       = NBPwrPlant_NS.NBPwrPlant_NS
  11145.       AnimationMode   = LOOP
  11146.       ParticleSysBone = Smoke01 SteamVent
  11147.       ParticleSysBone = Smoke02 SteamVent
  11148.     End
  11149.     ConditionState    = NIGHT DAMAGED SNOW
  11150.       Model           = NBPwrPlant_DNS
  11151.       Animation       = NBPwrPlant_DNS.NBPwrPlant_DNS
  11152.       AnimationMode   = LOOP
  11153.       ParticleSysBone = Smoke01 SteamVent
  11154.       ParticleSysBone = Smoke02 SteamVent
  11155.       ParticleSysBone = Smoke03 SmolderingSmoke
  11156.       ParticleSysBone = Smoke04 SmolderingSmoke
  11157.       ParticleSysBone = Smoke05 SmolderingSmoke
  11158.       ParticleSysBone = Smoke06 SmolderingSmoke
  11159.       ParticleSysBone = Fire01  SmolderingFire
  11160.     End
  11161.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
  11162.       Model           = NBPwrPlant_ENS
  11163.       Animation       = NBPwrPlant_ENS.NBPwrPlant_ENS
  11164.       AnimationMode   = LOOP
  11165.       ParticleSysBone = Smoke01 SteamVent
  11166.       ParticleSysBone = Smoke02 SteamVent
  11167.       ParticleSysBone = Smoke03 SmolderingSmoke
  11168.       ParticleSysBone = Smoke04 SmolderingSmoke
  11169.       ParticleSysBone = Smoke05 SmolderingSmoke
  11170.       ParticleSysBone = Smoke06 SmolderingSmoke
  11171.       ParticleSysBone = Fire01  SmolderingFire
  11172.       ParticleSysBone = Fire02  SmolderingFire
  11173.       ParticleSysBone = Spark01 LiveWireSparks
  11174.       ParticleSysBone = Spark02 LiveWireSparks
  11175.       ParticleSysBone = Spark03 LiveWireSparks
  11176.       ParticleSysBone = Spark04 LiveWireSparks
  11177.     End
  11178.  
  11179.     ; night overcharge
  11180.     ConditionState    = NIGHT POWER_PLANT_UPGRADED SNOW
  11181.       Model           = NBPwrPlant_NS
  11182.       Animation       = NBPwrPlant_NS.NBPwrPlant_NS
  11183.       AnimationMode   = LOOP
  11184.       ParticleSysBone = Smoke01 SteamVent
  11185.       ParticleSysBone = Smoke02 SteamVent
  11186.       ParticleSysBone = Spark01 SparksLarge
  11187.       ParticleSysBone = Spark02 SparksLarge
  11188.       ParticleSysBone = Spark03 SparksMedium
  11189.       ParticleSysBone = Spark04 SparksMedium
  11190.       ParticleSysBone = Spark05 SparksSmall
  11191.       ParticleSysBone = Spark06 SparksSmall
  11192.       ParticleSysBone = Spark07 SparksSmall
  11193.     End
  11194.     ConditionState    = NIGHT DAMAGED POWER_PLANT_UPGRADED SNOW
  11195.       Model           = NBPwrPlant_DNS
  11196.       Animation       = NBPwrPlant_DNS.NBPwrPlant_DNS
  11197.       AnimationMode   = LOOP
  11198.       ParticleSysBone = Smoke01 SteamVent
  11199.       ParticleSysBone = Smoke02 SteamVent
  11200.       ParticleSysBone = Smoke03 SmolderingSmoke
  11201.       ParticleSysBone = Smoke04 SmolderingSmoke
  11202.       ParticleSysBone = Smoke05 SmolderingSmoke
  11203.       ParticleSysBone = Smoke06 SmolderingSmoke
  11204.       ParticleSysBone = Fire01  SmolderingFire
  11205.       ParticleSysBone = Spark01 SparksLarge
  11206.       ParticleSysBone = Spark02 SparksLarge
  11207.       ParticleSysBone = Spark03 SparksMedium
  11208.       ParticleSysBone = Spark04 SparksMedium
  11209.       ParticleSysBone = Spark05 SparksMedium
  11210.       ParticleSysBone = Spark06 SparksSmall
  11211.       ParticleSysBone = Spark07 SparksSmall
  11212.     End
  11213.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW
  11214.       Model           = NBPwrPlant_ENS
  11215.       Animation       = NBPwrPlant_ENS.NBPwrPlant_ENS
  11216.       AnimationMode   = LOOP
  11217.       ParticleSysBone = Smoke01 SteamVent
  11218.       ParticleSysBone = Smoke02 SteamVent
  11219.       ParticleSysBone = Smoke03 SmolderingSmoke
  11220.       ParticleSysBone = Smoke04 SmolderingSmoke
  11221.       ParticleSysBone = Smoke05 SmolderingSmoke
  11222.       ParticleSysBone = Smoke06 SmolderingSmoke
  11223.       ParticleSysBone = Fire01  SmolderingFire
  11224.       ParticleSysBone = Fire02  SmolderingFire
  11225.       ParticleSysBone = Spark01 SparksLarge
  11226.       ParticleSysBone = Spark02 SparksLarge
  11227.       ParticleSysBone = Spark03 SparksLarge
  11228.       ParticleSysBone = Spark04 SparksLarge
  11229.       ParticleSysBone = Spark05 SparksMedium
  11230.       ParticleSysBone = Spark06 SparksMedium
  11231.       ParticleSysBone = Spark07 SparksSmall
  11232.     End 
  11233.     
  11234.     
  11235.       ;night
  11236.     ConditionState    = NIGHT
  11237.       Model           = NBPwrPlant_N
  11238.       Animation       = NBPwrPlant_N.NBPwrPlant_N
  11239.       AnimationMode   = LOOP
  11240.       ParticleSysBone = Smoke01 SteamVent
  11241.       ParticleSysBone = Smoke02 SteamVent
  11242.     End
  11243.     ConditionState    = NIGHT DAMAGED
  11244.       Model           = NBPwrPlant_DN
  11245.       Animation       = NBPwrPlant_DN.NBPwrPlant_DN
  11246.       AnimationMode   = LOOP
  11247.       ParticleSysBone = Smoke01 SteamVent
  11248.       ParticleSysBone = Smoke02 SteamVent
  11249.       ParticleSysBone = Smoke03 SmolderingSmoke
  11250.       ParticleSysBone = Smoke04 SmolderingSmoke
  11251.       ParticleSysBone = Smoke05 SmolderingSmoke
  11252.       ParticleSysBone = Smoke06 SmolderingSmoke
  11253.       ParticleSysBone = Fire01  SmolderingFire
  11254.     End
  11255.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT
  11256.       Model           = NBPwrPlant_EN
  11257.       Animation       = NBPwrPlant_EN.NBPwrPlant_EN
  11258.       AnimationMode   = LOOP
  11259.       ParticleSysBone = Smoke01 SteamVent
  11260.       ParticleSysBone = Smoke02 SteamVent
  11261.       ParticleSysBone = Smoke03 SmolderingSmoke
  11262.       ParticleSysBone = Smoke04 SmolderingSmoke
  11263.       ParticleSysBone = Smoke05 SmolderingSmoke
  11264.       ParticleSysBone = Smoke06 SmolderingSmoke
  11265.       ParticleSysBone = Fire01  SmolderingFire
  11266.       ParticleSysBone = Fire02  SmolderingFire
  11267.       ParticleSysBone = Spark01 LiveWireSparks
  11268.       ParticleSysBone = Spark02 LiveWireSparks
  11269.       ParticleSysBone = Spark03 LiveWireSparks
  11270.       ParticleSysBone = Spark04 LiveWireSparks
  11271.     End
  11272.  
  11273.     ; night overcharge
  11274.     ConditionState    = NIGHT POWER_PLANT_UPGRADED
  11275.       Model           = NBPwrPlant_N
  11276.       Animation       = NBPwrPlant_N.NBPwrPlant_N
  11277.       AnimationMode   = LOOP
  11278.       ParticleSysBone = Smoke01 SteamVent
  11279.       ParticleSysBone = Smoke02 SteamVent
  11280.       ParticleSysBone = Spark01 SparksLarge
  11281.       ParticleSysBone = Spark02 SparksLarge
  11282.       ParticleSysBone = Spark03 SparksMedium
  11283.       ParticleSysBone = Spark04 SparksMedium
  11284.       ParticleSysBone = Spark05 SparksSmall
  11285.       ParticleSysBone = Spark06 SparksSmall
  11286.       ParticleSysBone = Spark07 SparksSmall
  11287.     End
  11288.     ConditionState    = NIGHT DAMAGED POWER_PLANT_UPGRADED
  11289.       Model           = NBPwrPlant_DN
  11290.       Animation       = NBPwrPlant_DN.NBPwrPlant_DN
  11291.       AnimationMode   = LOOP
  11292.       ParticleSysBone = Smoke01 SteamVent
  11293.       ParticleSysBone = Smoke02 SteamVent
  11294.       ParticleSysBone = Smoke03 SmolderingSmoke
  11295.       ParticleSysBone = Smoke04 SmolderingSmoke
  11296.       ParticleSysBone = Smoke05 SmolderingSmoke
  11297.       ParticleSysBone = Smoke06 SmolderingSmoke
  11298.       ParticleSysBone = Fire01  SmolderingFire
  11299.       ParticleSysBone = Spark01 SparksLarge
  11300.       ParticleSysBone = Spark02 SparksLarge
  11301.       ParticleSysBone = Spark03 SparksMedium
  11302.       ParticleSysBone = Spark04 SparksMedium
  11303.       ParticleSysBone = Spark05 SparksMedium
  11304.       ParticleSysBone = Spark06 SparksSmall
  11305.       ParticleSysBone = Spark07 SparksSmall
  11306.     End
  11307.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED
  11308.       Model           = NBPwrPlant_EN
  11309.       Animation       = NBPwrPlant_EN.NBPwrPlant_EN
  11310.       AnimationMode   = LOOP
  11311.       ParticleSysBone = Smoke01 SteamVent
  11312.       ParticleSysBone = Smoke02 SteamVent
  11313.       ParticleSysBone = Smoke03 SmolderingSmoke
  11314.       ParticleSysBone = Smoke04 SmolderingSmoke
  11315.       ParticleSysBone = Smoke05 SmolderingSmoke
  11316.       ParticleSysBone = Smoke06 SmolderingSmoke
  11317.       ParticleSysBone = Fire01  SmolderingFire
  11318.       ParticleSysBone = Fire02  SmolderingFire
  11319.       ParticleSysBone = Spark01 SparksLarge
  11320.       ParticleSysBone = Spark02 SparksLarge
  11321.       ParticleSysBone = Spark03 SparksLarge
  11322.       ParticleSysBone = Spark04 SparksLarge
  11323.       ParticleSysBone = Spark05 SparksMedium
  11324.       ParticleSysBone = Spark06 SparksMedium
  11325.       ParticleSysBone = Spark07 SparksSmall
  11326.     End 
  11327.     
  11328.         ;**************************************************************************************************************************
  11329.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  11330.     ;for this draw module
  11331.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  11332.       Model              = NBPwrPlant
  11333.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11334.     End
  11335.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  11336.       Model              = NBPwrPlant_D
  11337.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11338.     End
  11339.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  11340.       Model              = NBPwrPlant_E
  11341.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11342.     End
  11343.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  11344.       Model              = NBPwrPlant_N
  11345.       Animation          = NBPwrPlant_N.NBPwrPlant_N
  11346.       AnimationMode      = LOOP
  11347.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11348.     End
  11349.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  11350.       Model              = NBPwrPlant_DN
  11351.       Animation          = NBPwrPlant_DN.NBPwrPlant_DN
  11352.       AnimationMode      = LOOP
  11353.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11354.     End
  11355.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  11356.       Model              = NBPwrPlant_EN
  11357.       Animation          = NBPwrPlant_EN.NBPwrPlant_EN
  11358.       AnimationMode      = LOOP
  11359.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11360.     End
  11361.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  11362.       Model              = NBPwrPlant_S
  11363.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11364.     End
  11365.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  11366.       Model              = NBPwrPlant_DS
  11367.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11368.     End
  11369.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  11370.       Model              = NBPwrPlant_ES
  11371.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11372.     End
  11373.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  11374.       Model              = NBPwrPlant_NS
  11375.       Animation          = NBPwrPlant_NS.NBPwrPlant_NS
  11376.       AnimationMode      = LOOP
  11377.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11378.     End
  11379.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  11380.       Model              = NBPwrPlant_DNS
  11381.       Animation          = NBPwrPlant_DNS.NBPwrPlant_DNS
  11382.       AnimationMode      = LOOP
  11383.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11384.     End
  11385.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  11386.       Model              = NBPwrPlant_ENS
  11387.       Animation          = NBPwrPlant_ENS.NBPwrPlant_ENS
  11388.       AnimationMode      = LOOP
  11389.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  11390.     End
  11391.  
  11392.     ConditionState       = AWAITING_CONSTRUCTION 
  11393.       Model              = NONE
  11394.     End
  11395.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  11396.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  11397.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  11398.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  11399.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  11400.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  11401.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  11402.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  11403.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  11404.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  11405.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  11406.     AliasConditionState  = SOLD 
  11407.     AliasConditionState  = SOLD DAMAGED
  11408.     AliasConditionState  = SOLD REALLYDAMAGED
  11409.     AliasConditionState  = SOLD NIGHT
  11410.     AliasConditionState  = SOLD NIGHT DAMAGED
  11411.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  11412.     AliasConditionState  = SOLD SNOW
  11413.     AliasConditionState  = SOLD SNOW DAMAGED
  11414.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  11415.     AliasConditionState  = SOLD NIGHT SNOW
  11416.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  11417.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  11418.     AliasConditionState  = SOLD  POWER_PLANT_UPGRADED
  11419.     AliasConditionState  = SOLD DAMAGED POWER_PLANT_UPGRADED
  11420.     AliasConditionState  = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED
  11421.     AliasConditionState  = SOLD NIGHT POWER_PLANT_UPGRADED
  11422.     AliasConditionState  = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED
  11423.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED
  11424.     AliasConditionState  = SOLD SNOW POWER_PLANT_UPGRADED
  11425.     AliasConditionState  = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED
  11426.     AliasConditionState  = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
  11427.     AliasConditionState  = SOLD NIGHT SNOW POWER_PLANT_UPGRADED
  11428.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED
  11429.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
  11430.     ;**************************************************************************************************************************
  11431.  
  11432.   End
  11433.     
  11434.   ; ------------ construction-zone fence -----------------
  11435.   Draw = W3DModelDraw ModuleTag_02
  11436.   AnimationsRequirePower = No
  11437.     DefaultConditionState
  11438.       Model           = None
  11439.       TransitionKey   = DOWN_DEFAULT
  11440.     End
  11441.     ConditionState    = NIGHT
  11442.       Model           = None
  11443.       TransitionKey   = DOWN_DEFAULT
  11444.     End
  11445.     ConditionState    = SNOW
  11446.       Model           = None
  11447.       TransitionKey   = DOWN_DEFAULT
  11448.     End
  11449.     ConditionState    = SNOW NIGHT
  11450.       Model           = None
  11451.       TransitionKey   = DOWN_DEFAULT
  11452.     End
  11453.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  11454.       Model           = NBPwrPlant_A4
  11455.       Animation       = NBPwrPlant_A4.NBPwrPlant_A4
  11456.       AnimationMode   = MANUAL
  11457.       Flags           = START_FRAME_LAST
  11458.       TransitionKey   = UP_DAY
  11459.     End
  11460.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  11461.       Model           = NBPwrPlant_A4N
  11462.       Animation       = NBPwrPlant_A4N.NBPwrPlant_A4N
  11463.       AnimationMode   = MANUAL
  11464.       Flags           = START_FRAME_LAST
  11465.       TransitionKey   = UP_NIGHT
  11466.     End
  11467.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  11468.       Model           = NBPwrPlant_A4S
  11469.       Animation       = NBPwrPlant_A4S.NBPwrPlant_A4S
  11470.       AnimationMode   = MANUAL
  11471.       Flags           = START_FRAME_LAST
  11472.       TransitionKey   = UP_SNOW
  11473.     End
  11474.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  11475.       Model           = NBPwrPlant_A4SN
  11476.       Animation       = NBPwrPlant_A4SN.NBPwrPlant_A4SN
  11477.       AnimationMode   = MANUAL
  11478.       Flags           = START_FRAME_LAST
  11479.       TransitionKey   = UP_SNOWNIGHT
  11480.     End
  11481.     TransitionState   = DOWN_DEFAULT UP_DAY
  11482.       Model           = NBPwrPlant_A4
  11483.       Animation       = NBPwrPlant_A4.NBPwrPlant_A4
  11484.       AnimationMode   = ONCE
  11485.       AnimationSpeedFactorRange = 1.0 1.0
  11486.       Flags           = START_FRAME_FIRST
  11487.     End
  11488.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  11489.       Model           = NBPwrPlant_A4N
  11490.       Animation       = NBPwrPlant_A4N.NBPwrPlant_A4N
  11491.       AnimationMode   = ONCE
  11492.       AnimationSpeedFactorRange = 1.0 1.0
  11493.       Flags           = START_FRAME_FIRST
  11494.     End
  11495.     TransitionState   = DOWN_DEFAULT UP_SNOW
  11496.       Model           = NBPwrPlant_A4S
  11497.       Animation       = NBPwrPlant_A4S.NBPwrPlant_A4S
  11498.       AnimationMode   = ONCE
  11499.       AnimationSpeedFactorRange = 1.0 1.0
  11500.       Flags           = START_FRAME_FIRST
  11501.     End
  11502.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  11503.       Model           = NBPwrPlant_A4SN
  11504.       Animation       = NBPwrPlant_A4SN.NBPwrPlant_A4SN
  11505.       AnimationMode   = ONCE
  11506.       AnimationSpeedFactorRange = 1.0 1.0
  11507.       Flags           = START_FRAME_FIRST
  11508.     End
  11509.     TransitionState   = UP_DAY DOWN_DEFAULT
  11510.       Model           = NBPwrPlant_A4
  11511.       Animation       = NBPwrPlant_A4.NBPwrPlant_A4
  11512.       AnimationMode   = ONCE_BACKWARDS
  11513.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11514.       Flags           = START_FRAME_LAST
  11515.     End
  11516.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  11517.       Model           = NBPwrPlant_A4N
  11518.  
  11519.       Animation       = NBPwrPlant_A4N.NBPwrPlant_A4N
  11520.       AnimationMode   = ONCE_BACKWARDS
  11521.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11522.       Flags           = START_FRAME_LAST
  11523.     End
  11524.     TransitionState   = UP_SNOW DOWN_DEFAULT
  11525.       Model           = NBPwrPlant_A4S
  11526.       Animation       = NBPwrPlant_A4S.NBPwrPlant_A4S
  11527.       AnimationMode   = ONCE_BACKWARDS
  11528.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11529.       Flags           = START_FRAME_LAST
  11530.     End
  11531.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  11532.       Model           = NBPwrPlant_A4SN
  11533.       Animation       = NBPwrPlant_A4SN.NBPwrPlant_A4SN
  11534.       AnimationMode   = ONCE_BACKWARDS
  11535.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11536.       Flags           = START_FRAME_LAST
  11537.     End
  11538.   End
  11539.  
  11540.   ; ------------ under-construction scaffolding -----------------
  11541.   Draw = W3DModelDraw ModuleTag_03
  11542.   AnimationsRequirePower = No
  11543.     MinLODRequired = MEDIUM
  11544.     DefaultConditionState
  11545.       Model           = None
  11546.       TransitionKey   = DOWN_DEFAULT
  11547.     End
  11548.     ConditionState    = NIGHT
  11549.       Model           = None
  11550.       TransitionKey   = DOWN_DEFAULT
  11551.     End
  11552.     ConditionState    = SNOW
  11553.       Model           = None
  11554.       TransitionKey   = DOWN_DEFAULT
  11555.     End
  11556.     ConditionState    = SNOW NIGHT
  11557.       Model           = None
  11558.       TransitionKey   = DOWN_DEFAULT
  11559.     End
  11560.     ConditionState    = PARTIALLY_CONSTRUCTED
  11561.       Model           = NBPwrPlant_A6
  11562.       Animation       = NBPwrPlant_A6.NBPwrPlant_A6
  11563.       AnimationMode   = MANUAL
  11564.       Flags           = START_FRAME_LAST
  11565.       TransitionKey   = UP_DAY
  11566.       ParticleSysBone = Dust01 BuildingDustChina
  11567.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  11568.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  11569.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  11570.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  11571.     End
  11572.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  11573.       Model           = NBPwrPlant_A6N
  11574.       Animation       = NBPwrPlant_A6N.NBPwrPlant_A6N
  11575.       AnimationMode   = MANUAL
  11576.       Flags           = START_FRAME_LAST
  11577.       TransitionKey   = UP_NIGHT
  11578.       ParticleSysBone = Dust01 BuildingDustChina
  11579.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  11580.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  11581.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  11582.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  11583.     End
  11584.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  11585.       Model           = NBPwrPlant_A6S
  11586.       Animation       = NBPwrPlant_A6S.NBPwrPlant_A6S
  11587.       AnimationMode   = MANUAL
  11588.       Flags           = START_FRAME_LAST
  11589.       TransitionKey   = UP_SNOW
  11590.       ParticleSysBone = Dust01 BuildingSnowDust
  11591.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  11592.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  11593.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  11594.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  11595.     End
  11596.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  11597.       Model           = NBPwrPlant_A6SN
  11598.       Animation       = NBPwrPlant_A6SN.NBPwrPlant_A6SN
  11599.       AnimationMode   = MANUAL
  11600.       Flags           = START_FRAME_LAST
  11601.       TransitionKey   = UP_SNOWNIGHT
  11602.       ParticleSysBone = Dust01 BuildingNightSnowDust
  11603.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  11604.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  11605.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  11606.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  11607.     End
  11608.     TransitionState   = DOWN_DEFAULT UP_DAY
  11609.      Model            = NBPwrPlant_A6
  11610.       Animation       = NBPwrPlant_A6.NBPwrPlant_A6
  11611.       AnimationMode   = ONCE
  11612.       AnimationSpeedFactorRange = 1.0 1.0
  11613.       Flags           = START_FRAME_FIRST
  11614.     End
  11615.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  11616.      Model            = NBPwrPlant_A6N
  11617.       Animation       = NBPwrPlant_A6N.NBPwrPlant_A6N
  11618.       AnimationMode   = ONCE
  11619.       AnimationSpeedFactorRange = 1.0 1.0
  11620.       Flags           = START_FRAME_FIRST
  11621.     End
  11622.     TransitionState   = DOWN_DEFAULT UP_SNOW
  11623.      Model            = NBPwrPlant_A6S
  11624.       Animation       = NBPwrPlant_A6S.NBPwrPlant_A6S
  11625.       AnimationMode   = ONCE
  11626.       AnimationSpeedFactorRange = 1.0 1.0
  11627.       Flags           = START_FRAME_FIRST
  11628.     End
  11629.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  11630.      Model            = NBPwrPlant_A6SN
  11631.       Animation       = NBPwrPlant_A6SN.NBPwrPlant_A6SN
  11632.       AnimationMode   = ONCE
  11633.       AnimationSpeedFactorRange = 1.0 1.0
  11634.       Flags           = START_FRAME_FIRST
  11635.     End
  11636.     TransitionState   = UP_DAY DOWN_DEFAULT
  11637.       Model           = NBPwrPlant_A6
  11638.       Animation       = NBPwrPlant_A6.NBPwrPlant_A6
  11639.       AnimationMode   = ONCE_BACKWARDS
  11640.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11641.       Flags           = START_FRAME_LAST
  11642.     End
  11643.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  11644.       Model           = NBPwrPlant_A6N
  11645.       Animation       = NBPwrPlant_A6N.NBPwrPlant_A6N
  11646.       AnimationMode   = ONCE_BACKWARDS
  11647.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11648.       Flags           = START_FRAME_LAST
  11649.     End
  11650.     TransitionState   = UP_SNOW DOWN_DEFAULT
  11651.       Model           = NBPwrPlant_A6S
  11652.       Animation       = NBPwrPlant_A6S.NBPwrPlant_A6S
  11653.       AnimationMode   = ONCE_BACKWARDS
  11654.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11655.       Flags           = START_FRAME_LAST
  11656.     End
  11657.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  11658.       Model           = NBPwrPlant_A6SN
  11659.       Animation       = NBPwrPlant_A6SN.NBPwrPlant_A6SN
  11660.       AnimationMode   = ONCE_BACKWARDS
  11661.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11662.       Flags           = START_FRAME_LAST
  11663.     End
  11664.   End
  11665.  
  11666.   ; ------------ being-constructed crane -----------------
  11667.   Draw = W3DModelDraw ModuleTag_04
  11668.   AnimationsRequirePower = No
  11669.     DefaultConditionState
  11670.       Model           = None
  11671.       TransitionKey   = DOWN_DEFAULT
  11672.     End
  11673.     ConditionState    = NIGHT
  11674.       Model           = None
  11675.       TransitionKey   = DOWN_DEFAULT
  11676.     End
  11677.     ConditionState    = SNOW
  11678.       Model           = None
  11679.       TransitionKey   = DOWN_DEFAULT
  11680.     End
  11681.     ConditionState    = SNOW NIGHT
  11682.       Model           = None
  11683.       TransitionKey   = DOWN_DEFAULT
  11684.     End
  11685.     ConditionState    = SOLD
  11686.       Model           = NONE
  11687.     End
  11688.  
  11689.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  11690.       Model           = NBPwrPlant_A5
  11691.       Animation       = NBPwrPlant_A5.NBPwrPlant_A5
  11692.       AnimationMode   = LOOP
  11693.       TransitionKey  = UP_DAY
  11694.     End
  11695.  
  11696.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  11697.       Model           = NBPwrPlant_A5N
  11698.       Animation       = NBPwrPlant_A5N.NBPwrPlant_A5N
  11699.       AnimationMode   = LOOP
  11700.       TransitionKey  = UP_NIGHT
  11701.     End
  11702.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  11703.       Model           = NBPwrPlant_A5S
  11704.       Animation       = NBPwrPlant_A5S.NBPwrPlant_A5S
  11705.       AnimationMode   = LOOP
  11706.       TransitionKey  = UP_SNOW
  11707.     End
  11708.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  11709.       Model           = NBPwrPlant_A5SN
  11710.       Animation       = NBPwrPlant_A5SN.NBPwrPlant_A5SN
  11711.       AnimationMode   = LOOP
  11712.       TransitionKey  = UP_SNOWNIGHT
  11713.     End
  11714.     TransitionState   = DOWN_DEFAULT UP_DAY
  11715.       Model            = NBPwrPlant_AB
  11716.       Animation       = NBPwrPlant_AB.NBPwrPlant_AB
  11717.       AnimationMode   = ONCE
  11718.       AnimationSpeedFactorRange = 1.0 1.0
  11719.       Flags           = START_FRAME_FIRST
  11720.     End
  11721.  
  11722.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  11723.       Model            = NBPwrPlant_ABN
  11724.       Animation       = NBPwrPlant_ABN.NBPwrPlant_ABN
  11725.       AnimationMode   = ONCE
  11726.       AnimationSpeedFactorRange = 1.0 1.0
  11727.       Flags           = START_FRAME_FIRST
  11728.     End
  11729.     TransitionState   = DOWN_DEFAULT UP_SNOW
  11730.       Model            = NBPwrPlant_ABS
  11731.       Animation       = NBPwrPlant_ABS.NBPwrPlant_ABS
  11732.       AnimationMode   = ONCE
  11733.       AnimationSpeedFactorRange = 1.0 1.0
  11734.       Flags           = START_FRAME_FIRST
  11735.     End
  11736.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  11737.       Model            = NBPwrPlant_ABSN
  11738.       Animation       = NBPwrPlant_ABSN.NBPwrPlant_ABSN
  11739.       AnimationMode   = ONCE
  11740.       AnimationSpeedFactorRange = 1.0 1.0
  11741.       Flags           = START_FRAME_FIRST
  11742.     End
  11743.     TransitionState   = UP_DAY DOWN_DEFAULT
  11744.       Model            = NBPwrPlant_AB
  11745.       Animation       = NBPwrPlant_AB.NBPwrPlant_AB
  11746.       AnimationMode   = ONCE_BACKWARDS
  11747.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11748.       Flags           = START_FRAME_LAST
  11749.     End
  11750.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  11751.       Model            = NBPwrPlant_ABN
  11752.       Animation       = NBPwrPlant_ABN.NBPwrPlant_ABN
  11753.       AnimationMode   = ONCE_BACKWARDS
  11754.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11755.       Flags           = START_FRAME_LAST
  11756.     End
  11757.     TransitionState   = UP_SNOW DOWN_DEFAULT
  11758.       Model            = NBPwrPlant_ABS
  11759.       Animation       = NBPwrPlant_ABS.NBPwrPlant_ABS
  11760.       AnimationMode   = ONCE_BACKWARDS
  11761.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11762.       Flags           = START_FRAME_LAST
  11763.     End
  11764.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  11765.       Model            = NBPwrPlant_ABSN
  11766.       Animation       = NBPwrPlant_ABSN.NBPwrPlant_ABSN
  11767.       AnimationMode   = ONCE_BACKWARDS
  11768.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  11769.       Flags           = START_FRAME_LAST
  11770.     End
  11771.   End
  11772.   
  11773.   PlacementViewAngle  = -45
  11774.  
  11775.   ; ***DESIGN parameters ***
  11776.   DisplayName         = OBJECT:NuclearReactor
  11777.   Side                = China
  11778.   EditorSorting       = STRUCTURE
  11779.  
  11780.   BuildCost           = 1000
  11781.   BuildTime           = 10.0           ; in seconds
  11782.   EnergyProduction    = 10
  11783.   EnergyBonus         = 5              ; for the overcharge bonus
  11784.   VisionRange         = 200.0          ; Shroud clearing distance
  11785.   ShroudClearingRange = 200
  11786.   ArmorSet
  11787.     Conditions        = None
  11788.     Armor             = StructureArmor
  11789.     DamageFX          = StructureDamageFXNoShake
  11790.   End
  11791.   CommandSet          = ChinaPowerPlantCommandSet
  11792.   ExperienceValue     = 100 100 100 100  ; Experience point value at each level
  11793.  
  11794.   ; *** AUDIO Parameters ***
  11795.   VoiceSelect         = NuclearReactorSelect
  11796.   SoundDie              = BuildingDie
  11797.   SoundOnDamaged        = BuildingDamagedStateLight
  11798.   SoundOnReallyDamaged  = BuildingDestroy
  11799.  
  11800.   UnitSpecificSounds
  11801.     UnderConstruction     = UnderConstructionLoop
  11802.   End
  11803.  
  11804.   ; *** ENGINEERING Parameters ***
  11805.   RadarPriority       = STRUCTURE
  11806.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY
  11807.  
  11808.   Body                = StructureBody ModuleTag_05
  11809.     MaxHealth         = 1500.0
  11810.     InitialHealth     = 1500.0
  11811.   End
  11812.  
  11813.   Behavior            = OverchargeBehavior ModuleTag_06
  11814.     HealthPercentToDrainPerSecond    = 3% ;% of max health to drain per second
  11815.     NotAllowedWhenHealthBelowPercent = 0% ;When currHealth below this, it turns off automatically
  11816.   End
  11817.   
  11818.   Behavior                 = DestroyDie ModuleTag_07
  11819.     ;nothing
  11820.   End
  11821.   Behavior                 = CreateObjectDie ModuleTag_08
  11822.     CreationList      = OCL_SmallStructureDebris
  11823.   End
  11824.  
  11825.   Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
  11826.     DeathWeapon = ChinaPowerPlantDeathWeapon
  11827.     StartsActive  = Yes
  11828.   End
  11829.  
  11830.   Behavior = ProductionUpdate ModuleTag_10
  11831.     ; nothing, but is required if we have any Object-level Upgrades!
  11832.   End
  11833.   Behavior = PowerPlantUpdate ModuleTag_11
  11834.     RodsExtendTime = 1
  11835.   End
  11836.  
  11837.   Behavior = GenerateMinefieldBehavior     ModuleTag_12
  11838.     TriggeredBy           = Upgrade_ChinaMines
  11839.     MineName              = ChinaStandardMine
  11840.     SmartBorder           = Yes
  11841.     AlwaysCircular        = Yes
  11842.   End
  11843.  
  11844.   Behavior = FlammableUpdate ModuleTag_14
  11845.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  11846.     AflameDamageAmount = 5       ; taking this much damage...
  11847.     AflameDamageDelay = 500       ; this often.
  11848.   End
  11849.  
  11850.   Behavior = TransitionDamageFX ModuleTag_15
  11851.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  11852.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  11853.     ;---------------------------------------------------------------------------------------
  11854.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  11855.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  11856.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  11857.   End
  11858.  
  11859.   Geometry            = BOX
  11860.   GeometryMajorRadius = 27.0
  11861.   GeometryMinorRadius = 34.0
  11862.   GeometryHeight      = 40.0
  11863.   GeometryIsSmall     = No
  11864.   Shadow              = SHADOW_VOLUME
  11865.   BuildCompletion     = PLACED_BY_PLAYER
  11866.  
  11867. End
  11868.  
  11869. ;------------------------------------------------------------------------------
  11870. Object AmericaSupplyCenter
  11871.  
  11872.   ; *** ART Parameters ***
  11873.   SelectPortrait         = SASupplyCntr_L
  11874.   ButtonImage            = SASupplyCntr
  11875.   Draw = W3DModelDraw ModuleTag_01
  11876.     OkToChangeModelColor = Yes
  11877.  
  11878.     ; day **************************************
  11879.     ConditionState       = NONE
  11880.       Model              = ABSupplyCT
  11881.       Animation          = ABSupplyCT.ABSupplyCT
  11882.       AnimationMode      = LOOP
  11883.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11884.     End
  11885.     ConditionState       = DAMAGED
  11886.       Model              = ABSupplyCT_D
  11887.       Animation          = ABSupplyCT_D.ABSupplyCT_D
  11888.       AnimationMode      = LOOP
  11889.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11890.       ParticleSysBone    = Smoke01 SmolderingSmoke
  11891.       ParticleSysBone    = Smoke02 SmolderingSmoke
  11892.       ParticleSysBone    = Smoke03 SmolderingSmoke
  11893.       ParticleSysBone    = Smoke04 SmolderingSmoke
  11894.       ParticleSysBone    = Smoke01 SmolderingFire
  11895.       ParticleSysBone    = Smoke02 SmolderingFire
  11896.       ParticleSysBone    = Smoke03 SmolderingFire
  11897.       ParticleSysBone    = Smoke04 SmolderingFire
  11898.     End
  11899.      ConditionState      = REALLYDAMAGED RUBBLE
  11900.       Model              = ABSupplyCT_E
  11901.       Animation          = ABSupplyCT_E.ABSupplyCT_E
  11902.       AnimationMode      = LOOP
  11903.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11904.       ParticleSysBone    = Smoke01 SmolderingSmoke
  11905.       ParticleSysBone    = Smoke02 SmolderingSmoke
  11906.       ParticleSysBone    = Smoke03 SmolderingSmoke
  11907.       ParticleSysBone    = Smoke04 SmolderingSmoke
  11908.       ParticleSysBone    = Smoke05 SmolderingSmoke
  11909.       ParticleSysBone    = Smoke06 SmolderingSmoke
  11910.       ParticleSysBone    = Smoke01 SmolderingFire
  11911.       ParticleSysBone    = Smoke02 SmolderingFire
  11912.       ParticleSysBone    = Smoke03 SmolderingFire
  11913.       ParticleSysBone    = Smoke04 SmolderingFire
  11914.       ParticleSysBone    = Smoke05 SmolderingFire
  11915.       ParticleSysBone    = Smoke06 SmolderingFire
  11916.     End
  11917.  
  11918.     
  11919.     ; day Snow **************************************
  11920.     ConditionState       = SNOW
  11921.       Model              = ABSupplyCT_S
  11922.       Animation          = ABSupplyCT_S.ABSupplyCT_S
  11923.       AnimationMode      = LOOP
  11924.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11925.     End
  11926.     ConditionState       = DAMAGED SNOW
  11927.       Model              = ABSupplyCT_DS
  11928.       Animation          = ABSupplyCT_DS.ABSupplyCT_DS
  11929.       AnimationMode      = LOOP
  11930.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11931.       ParticleSysBone    = Smoke01 SmolderingSmoke
  11932.       ParticleSysBone    = Smoke02 SmolderingSmoke
  11933.       ParticleSysBone    = Smoke03 SmolderingSmoke
  11934.       ParticleSysBone    = Smoke04 SmolderingSmoke
  11935.       ParticleSysBone    = Smoke01 SmolderingFire
  11936.       ParticleSysBone    = Smoke02 SmolderingFire
  11937.       ParticleSysBone    = Smoke03 SmolderingFire
  11938.       ParticleSysBone    = Smoke04 SmolderingFire
  11939.     End
  11940.      ConditionState      = REALLYDAMAGED RUBBLE SNOW
  11941.       Model              = ABSupplyCT_ES
  11942.       Animation          = ABSupplyCT_ES.ABSupplyCT_ES
  11943.       AnimationMode      = LOOP
  11944.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11945.       ParticleSysBone    = Smoke01 SmolderingSmoke
  11946.       ParticleSysBone    = Smoke02 SmolderingSmoke
  11947.       ParticleSysBone    = Smoke03 SmolderingSmoke
  11948.       ParticleSysBone    = Smoke04 SmolderingSmoke
  11949.       ParticleSysBone    = Smoke05 SmolderingSmoke
  11950.       ParticleSysBone    = Smoke06 SmolderingSmoke
  11951.       ParticleSysBone    = Smoke01 SmolderingFire
  11952.       ParticleSysBone    = Smoke02 SmolderingFire
  11953.       ParticleSysBone    = Smoke03 SmolderingFire
  11954.       ParticleSysBone    = Smoke04 SmolderingFire
  11955.       ParticleSysBone    = Smoke05 SmolderingFire
  11956.       ParticleSysBone    = Smoke06 SmolderingFire
  11957.     End
  11958.  
  11959.     
  11960.  
  11961.     ; Night *************************************
  11962.       ConditionState     = NIGHT
  11963.       Model              = ABSupplyCT_N
  11964.       Animation          = ABSupplyCT_N.ABSupplyCT_N
  11965.       AnimationMode      = LOOP
  11966.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11967.     End 
  11968.       ConditionState     = DAMAGED NIGHT
  11969.       Model              = ABSupplyCT_DN
  11970.       Animation          = ABSupplyCT_DN.ABSupplyCT_DN
  11971.       AnimationMode      = LOOP
  11972.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11973.     End 
  11974.       ConditionState     = REALLYDAMAGED RUBBLE NIGHT
  11975.       Model              = ABSupplyCT_EN
  11976.       Animation          = ABSupplyCT_EN.ABSupplyCT_EN
  11977.       AnimationMode      = LOOP
  11978.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11979.     End
  11980.  
  11981.     
  11982.     ; Night Snow*************************************
  11983.       ConditionState     = NIGHT SNOW
  11984.       Model              = ABSupplyCT_NS
  11985.       Animation          = ABSupplyCT_NS.ABSupplyCT_NS
  11986.       AnimationMode      = LOOP
  11987.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11988.     End 
  11989.       ConditionState     = DAMAGED NIGHT SNOW
  11990.       Model              = ABSupplyCT_DNS
  11991.       Animation          = ABSupplyCT_DNS.ABSupplyCT_DNS
  11992.       AnimationMode      = LOOP
  11993.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  11994.     End 
  11995.       ConditionState     = REALLYDAMAGED RUBBLE NIGHT SNOW
  11996.       Model              = ABSupplyCT_ENS
  11997.       Animation          = ABSupplyCT_ENS.ABSupplyCT_ENS
  11998.       AnimationMode      = LOOP
  11999.       Flags              = MAINTAIN_FRAME_ACROSS_STATES
  12000.     End
  12001.     
  12002.         ;**************************************************************************************************************************
  12003.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  12004.     ;for this draw module
  12005.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12006.       Model              = ABSupplyCT
  12007.       Animation          = ABSupplyCT.ABSupplyCT
  12008.       AnimationMode      = LOOP
  12009.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12010.     End
  12011.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  12012.       Model              = ABSupplyCT_D
  12013.       Animation          = ABSupplyCT_D.ABSupplyCT_D
  12014.       AnimationMode      = LOOP
  12015.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12016.     End
  12017.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  12018.       Model              = ABSupplyCT_E
  12019.       Animation          = ABSupplyCT_E.ABSupplyCT_E
  12020.       AnimationMode      = LOOP
  12021.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12022.     End
  12023.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  12024.       Model              = ABSupplyCT_N
  12025.       Animation          = ABSupplyCT_N.ABSupplyCT_N
  12026.       AnimationMode      = LOOP
  12027.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12028.     End
  12029.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  12030.       Model              = ABSupplyCT_DN
  12031.       Animation          = ABSupplyCT_DN.ABSupplyCT_DN
  12032.       AnimationMode      = LOOP
  12033.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12034.     End
  12035.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  12036.       Model              = ABSupplyCT_EN
  12037.       Animation          = ABSupplyCT_EN.ABSupplyCT_EN
  12038.       AnimationMode      = LOOP
  12039.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12040.     End
  12041.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  12042.       Model              = ABSupplyCT_S
  12043.       Animation          = ABSupplyCT_S.ABSupplyCT_S
  12044.       AnimationMode      = LOOP
  12045.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12046.     End
  12047.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  12048.       Model              = ABSupplyCT_DS
  12049.       Animation          = ABSupplyCT_DS.ABSupplyCT_DS
  12050.       AnimationMode      = LOOP
  12051.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12052.     End
  12053.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  12054.       Model              = ABSupplyCT_ES
  12055.       Animation          = ABSupplyCT_ES.ABSupplyCT_ES
  12056.       AnimationMode      = LOOP
  12057.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12058.     End
  12059.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  12060.       Model              = ABSupplyCT_NS
  12061.       Animation          = ABSupplyCT_NS.ABSupplyCT_NS
  12062.       AnimationMode      = LOOP
  12063.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12064.     End
  12065.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  12066.       Model              = ABSupplyCT_DNS
  12067.       Animation          = ABSupplyCT_DNS.ABSupplyCT_DNS
  12068.       AnimationMode      = LOOP
  12069.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12070.     End
  12071.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  12072.       Model              = ABSupplyCT_ENS
  12073.       Animation          = ABSupplyCT_ENS.ABSupplyCT_ENS
  12074.       AnimationMode      = LOOP
  12075.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12076.     End
  12077.  
  12078.     ConditionState       = AWAITING_CONSTRUCTION 
  12079.       Model              = NONE
  12080.     End
  12081.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  12082.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  12083.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  12084.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  12085.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  12086.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  12087.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  12088.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  12089.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  12090.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  12091.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  12092.     AliasConditionState  = SOLD 
  12093.     AliasConditionState  = SOLD DAMAGED
  12094.     AliasConditionState  = SOLD REALLYDAMAGED
  12095.     AliasConditionState  = SOLD NIGHT
  12096.     AliasConditionState  = SOLD NIGHT DAMAGED
  12097.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  12098.     AliasConditionState  = SOLD SNOW
  12099.     AliasConditionState  = SOLD SNOW DAMAGED
  12100.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  12101.     AliasConditionState  = SOLD NIGHT SNOW
  12102.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  12103.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  12104.     ;**************************************************************************************************************************
  12105.  
  12106.  
  12107.  
  12108.   End
  12109.  
  12110.   ; ------------ construction-zone fence -----------------
  12111.   Draw = W3DModelDraw ModuleTag_02
  12112.   AnimationsRequirePower = No
  12113.     DefaultConditionState
  12114.       Model           = None
  12115.       TransitionKey   = DOWN_DEFAULT
  12116.     End
  12117.     ConditionState    = NIGHT
  12118.       Model           = None
  12119.       TransitionKey   = DOWN_DEFAULT
  12120.     End
  12121.     ConditionState    = SNOW
  12122.       Model           = None
  12123.       TransitionKey   = DOWN_DEFAULT
  12124.     End
  12125.     ConditionState    = SNOW NIGHT
  12126.       Model           = None
  12127.       TransitionKey   = DOWN_DEFAULT
  12128.     End
  12129.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12130.       Model           = ABSupplyCT_A4
  12131.       Animation       = ABSupplyCT_A4.ABSupplyCT_A4
  12132.       AnimationMode   = MANUAL
  12133.       Flags           = START_FRAME_LAST
  12134.       TransitionKey   = UP_DAY
  12135.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  12136.       ParticleSysBone = SparksS01 LiveWireSparks02
  12137.     End
  12138.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12139.       Model           = ABSupplyCT_A4N
  12140.       Animation       = ABSupplyCT_A4N.ABSupplyCT_A4N
  12141.       AnimationMode   = MANUAL
  12142.       Flags           = START_FRAME_LAST
  12143.       TransitionKey   = UP_NIGHT
  12144.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  12145.       ParticleSysBone = SparksS01 LiveWireSparks02
  12146.     End
  12147.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12148.       Model           = ABSupplyCT_A4S
  12149.       Animation       = ABSupplyCT_A4S.ABSupplyCT_A4S
  12150.       AnimationMode   = MANUAL
  12151.       Flags           = START_FRAME_LAST
  12152.       TransitionKey   = UP_SNOW
  12153.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  12154.       ParticleSysBone = SparksS01 LiveWireSparks02
  12155.     End
  12156.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12157.       Model           = ABSupplyCT_A4SN
  12158.       Animation       = ABSupplyCT_A4SN.ABSupplyCT_A4SN
  12159.       AnimationMode   = MANUAL
  12160.       Flags           = START_FRAME_LAST
  12161.       TransitionKey   = UP_SNOWNIGHT
  12162.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  12163.       ParticleSysBone = SparksS01 LiveWireSparks02
  12164.     End
  12165.     TransitionState   = DOWN_DEFAULT UP_DAY
  12166.       Model           = ABSupplyCT_A4
  12167.       Animation       = ABSupplyCT_A4.ABSupplyCT_A4
  12168.       AnimationMode   = ONCE
  12169.       AnimationSpeedFactorRange = 1.0 1.0
  12170.       Flags           = START_FRAME_FIRST
  12171.     End
  12172.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  12173.       Model           = ABSupplyCT_A4N
  12174.       Animation       = ABSupplyCT_A4N.ABSupplyCT_A4N
  12175.       AnimationMode   = ONCE
  12176.       AnimationSpeedFactorRange = 1.0 1.0
  12177.       Flags           = START_FRAME_FIRST
  12178.     End
  12179.     TransitionState   = DOWN_DEFAULT UP_SNOW
  12180.       Model           = ABSupplyCT_A4S
  12181.       Animation       = ABSupplyCT_A4S.ABSupplyCT_A4S
  12182.       AnimationMode   = ONCE
  12183.       AnimationSpeedFactorRange = 1.0 1.0
  12184.       Flags           = START_FRAME_FIRST
  12185.     End
  12186.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  12187.       Model           = ABSupplyCT_A4SN
  12188.       Animation       = ABSupplyCT_A4SN.ABSupplyCT_A4SN
  12189.       AnimationMode   = ONCE
  12190.       AnimationSpeedFactorRange = 1.0 1.0
  12191.       Flags           = START_FRAME_FIRST
  12192.     End
  12193.     TransitionState   = UP_DAY DOWN_DEFAULT
  12194.       Model           = ABSupplyCT_A4
  12195.       Animation       = ABSupplyCT_A4.ABSupplyCT_A4
  12196.       AnimationMode   = ONCE_BACKWARDS
  12197.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12198.       Flags           = START_FRAME_LAST
  12199.     End
  12200.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  12201.       Model           = ABSupplyCT_A4N
  12202.       Animation       = ABSupplyCT_A4N.ABSupplyCT_A4N
  12203.       AnimationMode   = ONCE_BACKWARDS
  12204.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12205.       Flags           = START_FRAME_LAST
  12206.     End
  12207.     TransitionState   = UP_SNOW DOWN_DEFAULT
  12208.       Model           = ABSupplyCT_A4S
  12209.       Animation       = ABSupplyCT_A4S.ABSupplyCT_A4S
  12210.       AnimationMode   = ONCE_BACKWARDS
  12211.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12212.       Flags           = START_FRAME_LAST
  12213.     End
  12214.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  12215.       Model           = ABSupplyCT_A4SN
  12216.       Animation       = ABSupplyCT_A4SN.ABSupplyCT_A4SN
  12217.       AnimationMode   = ONCE_BACKWARDS
  12218.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12219.       Flags           = START_FRAME_LAST
  12220.     End
  12221.   End
  12222.  
  12223.   ; ------------ under-construction scaffolding -----------------
  12224.   Draw = W3DModelDraw ModuleTag_03
  12225.   AnimationsRequirePower = No
  12226.     MinLODRequired = MEDIUM
  12227.     DefaultConditionState
  12228.       Model           = None
  12229.       TransitionKey   = DOWN_DEFAULT
  12230.     End
  12231.     ConditionState    = NIGHT
  12232.       Model           = None
  12233.       TransitionKey   = DOWN_DEFAULT
  12234.     End
  12235.     ConditionState    = SNOW
  12236.       Model           = None
  12237.       TransitionKey   = DOWN_DEFAULT
  12238.     End
  12239.     ConditionState    = SNOW NIGHT
  12240.       Model           = None
  12241.       TransitionKey   = DOWN_DEFAULT
  12242.     End
  12243.     ConditionState    = PARTIALLY_CONSTRUCTED
  12244.       Model           = ABSupplyCT_A6
  12245.       Animation       = ABSupplyCT_A6.ABSupplyCT_A6
  12246.       AnimationMode   = MANUAL
  12247.       Flags           = START_FRAME_LAST
  12248.       TransitionKey   = UP_DAY
  12249.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  12250.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  12251.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  12252.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  12253.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  12254.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  12255.     End
  12256.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  12257.       Model           = ABSupplyCT_A6N
  12258.       Animation       = ABSupplyCT_A6N.ABSupplyCT_A6N
  12259.       AnimationMode   = MANUAL
  12260.       Flags           = START_FRAME_LAST
  12261.       TransitionKey   = UP_NIGHT
  12262.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  12263.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  12264.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  12265.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  12266.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  12267.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  12268.     End
  12269.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  12270.       Model           = ABSupplyCT_A6S
  12271.       Animation       = ABSupplyCT_A6S.ABSupplyCT_A6S
  12272.       AnimationMode   = MANUAL
  12273.       Flags           = START_FRAME_LAST
  12274.       TransitionKey   = UP_SNOW
  12275.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  12276.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  12277.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  12278.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  12279.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  12280.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  12281.     End
  12282.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  12283.       Model           = ABSupplyCT_A6SN
  12284.       Animation       = ABSupplyCT_A6SN.ABSupplyCT_A6SN
  12285.       AnimationMode   = MANUAL
  12286.       Flags           = START_FRAME_LAST
  12287.       TransitionKey   = UP_SNOWNIGHT
  12288.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  12289.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  12290.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  12291.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  12292.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  12293.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  12294.     End
  12295.     TransitionState   = DOWN_DEFAULT UP_DAY
  12296.      Model            = ABSupplyCT_A6
  12297.       Animation       = ABSupplyCT_A6.ABSupplyCT_A6
  12298.       AnimationMode   = ONCE
  12299.       AnimationSpeedFactorRange = 1.0 1.0
  12300.       Flags           = START_FRAME_FIRST
  12301.     End
  12302.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  12303.      Model            = ABSupplyCT_A6N
  12304.       Animation       = ABSupplyCT_A6N.ABSupplyCT_A6N
  12305.       AnimationMode   = ONCE
  12306.       AnimationSpeedFactorRange = 1.0 1.0
  12307.       Flags           = START_FRAME_FIRST
  12308.     End
  12309.     TransitionState   = DOWN_DEFAULT UP_SNOW
  12310.      Model            = ABSupplyCT_A6S
  12311.       Animation       = ABSupplyCT_A6S.ABSupplyCT_A6S
  12312.       AnimationMode   = ONCE
  12313.       AnimationSpeedFactorRange = 1.0 1.0
  12314.       Flags           = START_FRAME_FIRST
  12315.     End
  12316.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  12317.      Model            = ABSupplyCT_A6SN
  12318.       Animation       = ABSupplyCT_A6SN.ABSupplyCT_A6SN
  12319.       AnimationMode   = ONCE
  12320.       AnimationSpeedFactorRange = 1.0 1.0
  12321.       Flags           = START_FRAME_FIRST
  12322.     End
  12323.     TransitionState   = UP_DAY DOWN_DEFAULT
  12324.       Model           = ABSupplyCT_A6
  12325.       Animation       = ABSupplyCT_A6.ABSupplyCT_A6
  12326.       AnimationMode   = ONCE_BACKWARDS
  12327.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12328.       Flags           = START_FRAME_LAST
  12329.     End
  12330.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  12331.       Model           = ABSupplyCT_A6N
  12332.       Animation       = ABSupplyCT_A6N.ABSupplyCT_A6N
  12333.       AnimationMode   = ONCE_BACKWARDS
  12334.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12335.       Flags           = START_FRAME_LAST
  12336.     End
  12337.     TransitionState   = UP_SNOW DOWN_DEFAULT
  12338.       Model           = ABSupplyCT_A6S
  12339.       Animation       = ABSupplyCT_A6S.ABSupplyCT_A6S
  12340.       AnimationMode   = ONCE_BACKWARDS
  12341.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12342.       Flags           = START_FRAME_LAST
  12343.     End
  12344.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  12345.       Model           = ABSupplyCT_A6SN
  12346.       Animation       = ABSupplyCT_A6SN.ABSupplyCT_A6SN
  12347.       AnimationMode   = ONCE_BACKWARDS
  12348.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12349.       Flags           = START_FRAME_LAST
  12350.     End
  12351.   End
  12352.  
  12353.   ; ------------ being-constructed crane -----------------
  12354.   Draw = W3DModelDraw ModuleTag_04
  12355.   AnimationsRequirePower = No
  12356.     DefaultConditionState
  12357.       Model           = None
  12358.       TransitionKey   = DOWN_DEFAULT
  12359.     End
  12360.     ConditionState    = NIGHT
  12361.       Model           = None
  12362.       TransitionKey   = DOWN_DEFAULT
  12363.     End
  12364.     ConditionState    = SNOW
  12365.       Model           = None
  12366.       TransitionKey   = DOWN_DEFAULT
  12367.     End
  12368.     ConditionState    = SNOW NIGHT
  12369.       Model           = None
  12370.       TransitionKey   = DOWN_DEFAULT
  12371.     End
  12372.     ConditionState    = SOLD
  12373.       Model           = NONE
  12374.     End
  12375.  
  12376.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  12377.       Model           = ABSupplyCT_A5
  12378.       Animation       = ABSupplyCT_A5.ABSupplyCT_A5
  12379.       AnimationMode   = LOOP
  12380.       TransitionKey  = UP_DAY
  12381.     End
  12382.  
  12383.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  12384.       Model           = ABSupplyCT_A5N
  12385.       Animation       = ABSupplyCT_A5N.ABSupplyCT_A5N
  12386.       AnimationMode   = LOOP
  12387.       TransitionKey  = UP_NIGHT
  12388.     End
  12389.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  12390.       Model           = ABSupplyCT_A5S
  12391.       Animation       = ABSupplyCT_A5S.ABSupplyCT_A5S
  12392.       AnimationMode   = LOOP
  12393.       TransitionKey  = UP_SNOW
  12394.     End
  12395.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  12396.       Model           = ABSupplyCT_A5SN
  12397.       Animation       = ABSupplyCT_A5SN.ABSupplyCT_A5SN
  12398.       AnimationMode   = LOOP
  12399.       TransitionKey  = UP_SNOWNIGHT
  12400.     End
  12401.     TransitionState   = DOWN_DEFAULT UP_DAY
  12402.       Model            = ABSupplyCT_AB
  12403.       Animation       = ABSupplyCT_AB.ABSupplyCT_AB
  12404.       AnimationMode   = ONCE
  12405.       AnimationSpeedFactorRange = 1.0 1.0
  12406.       Flags           = START_FRAME_FIRST
  12407.     End
  12408.  
  12409.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  12410.       Model            = ABSupplyCT_ABN
  12411.       Animation       = ABSupplyCT_ABN.ABSupplyCT_ABN
  12412.       AnimationMode   = ONCE
  12413.       AnimationSpeedFactorRange = 1.0 1.0
  12414.       Flags           = START_FRAME_FIRST
  12415.     End
  12416.     TransitionState   = DOWN_DEFAULT UP_SNOW
  12417.       Model            = ABSupplyCT_ABS
  12418.       Animation       = ABSupplyCT_ABS.ABSupplyCT_ABS
  12419.       AnimationMode   = ONCE
  12420.       AnimationSpeedFactorRange = 1.0 1.0
  12421.       Flags           = START_FRAME_FIRST
  12422.     End
  12423.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  12424.       Model            = ABSupplyCT_ABSN
  12425.       Animation       = ABSupplyCT_ABSN.ABSupplyCT_ABSN
  12426.       AnimationMode   = ONCE
  12427.       AnimationSpeedFactorRange = 1.0 1.0
  12428.       Flags           = START_FRAME_FIRST
  12429.     End
  12430.     TransitionState   = UP_DAY DOWN_DEFAULT
  12431.       Model            = ABSupplyCT_AB
  12432.       Animation       = ABSupplyCT_AB.ABSupplyCT_AB
  12433.       AnimationMode   = ONCE_BACKWARDS
  12434.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12435.       Flags           = START_FRAME_LAST
  12436.     End
  12437.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  12438.       Model            = ABSupplyCT_ABN
  12439.       Animation       = ABSupplyCT_ABN.ABSupplyCT_ABN
  12440.       AnimationMode   = ONCE_BACKWARDS
  12441.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12442.       Flags           = START_FRAME_LAST
  12443.     End
  12444.     TransitionState   = UP_SNOW DOWN_DEFAULT
  12445.       Model            = ABSupplyCT_ABS
  12446.       Animation       = ABSupplyCT_ABS.ABSupplyCT_ABS
  12447.       AnimationMode   = ONCE_BACKWARDS
  12448.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12449.       Flags           = START_FRAME_LAST
  12450.     End
  12451.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  12452.       Model            = ABSupplyCT_ABSN
  12453.       Animation       = ABSupplyCT_ABSN.ABSupplyCT_ABSN
  12454.       AnimationMode   = ONCE_BACKWARDS
  12455.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12456.       Flags           = START_FRAME_LAST
  12457.     End
  12458.   End
  12459.  
  12460.   ; ------------ Grabbing box crane arm -----------------
  12461.   Draw = W3DModelDraw ModuleTag_19
  12462.     OkToChangeModelColor = Yes   
  12463.     ConditionState    = NONE                        ; sit there
  12464.       Model           = ABSupplyCT_A8
  12465.       Animation       = ABSupplyCT_A8.ABSupplyCT_A8
  12466.       AnimationMode   = LOOP
  12467.       Flags           = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12468.       WaitForStateToFinishIfPossible = TRANS_Playing
  12469.     End
  12470.     AliasConditionState  =  NIGHT
  12471.     AliasConditionState  =  SNOW
  12472.     AliasConditionState  =  NIGHT SNOW
  12473.     AliasConditionState  =  DAMAGED
  12474.     AliasConditionState  =  NIGHT DAMAGED
  12475.     AliasConditionState  =  SNOW DAMAGED
  12476.     AliasConditionState  =  NIGHT SNOW DAMAGED
  12477.     AliasConditionState  =  REALLYDAMAGED RUBBLE
  12478.     AliasConditionState  =  NIGHT REALLYDAMAGED RUBBLE
  12479.     AliasConditionState  =  SNOW REALLYDAMAGED RUBBLE
  12480.     AliasConditionState  =  NIGHT SNOW REALLYDAMAGED RUBBLE
  12481.     
  12482.     ConditionState    = DOCKING_ACTIVE              ; play arm box anim once
  12483.       Model           = ABSupplyCT_A7
  12484.       Animation       = ABSupplyCT_A7.ABSupplyCT_A7
  12485.       AnimationMode   = ONCE
  12486.       Flags           = START_FRAME_FIRST
  12487.       TransitionKey   = TRANS_Playing
  12488.     End
  12489.     AliasConditionState  =  NIGHT DOCKING_ACTIVE
  12490.     AliasConditionState  =  SNOW DOCKING_ACTIVE
  12491.     AliasConditionState  =  NIGHT SNOW DOCKING_ACTIVE
  12492.     AliasConditionState  =  DAMAGED DOCKING_ACTIVE
  12493.     AliasConditionState  =  NIGHT DAMAGED DOCKING_ACTIVE
  12494.     AliasConditionState  =  SNOW DAMAGED DOCKING_ACTIVE
  12495.     AliasConditionState  =  NIGHT SNOW DAMAGED DOCKING_ACTIVE
  12496.     AliasConditionState  =  REALLYDAMAGED RUBBLE DOCKING_ACTIVE
  12497.     AliasConditionState  =  NIGHT REALLYDAMAGED RUBBLE DOCKING_ACTIVE
  12498.     AliasConditionState  =  SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE
  12499.     AliasConditionState  =  NIGHT SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE
  12500.     
  12501.   End
  12502.   
  12503.     ; ------------ Spinny Belt -----------------
  12504.   Draw = W3DModelDraw ModuleTag_SpinnyBelt
  12505.     OkToChangeModelColor = Yes   
  12506.     ConditionState    = NONE                        ; sit there
  12507.       Model           = ABSupplyCT_A9
  12508.       Animation       = ABSupplyCT_A9.ABSupplyCT_A9
  12509.       AnimationMode   = LOOP
  12510.     End
  12511.     AliasConditionState  =  NIGHT
  12512.     AliasConditionState  =  SNOW
  12513.     AliasConditionState  =  NIGHT SNOW
  12514.     AliasConditionState  =  DAMAGED
  12515.     AliasConditionState  =  NIGHT DAMAGED
  12516.     AliasConditionState  =  SNOW DAMAGED
  12517.     AliasConditionState  =  NIGHT SNOW DAMAGED
  12518.     AliasConditionState  =  REALLYDAMAGED RUBBLE
  12519.     AliasConditionState  =  NIGHT REALLYDAMAGED RUBBLE
  12520.     AliasConditionState  =  SNOW REALLYDAMAGED RUBBLE
  12521.     AliasConditionState  =  NIGHT SNOW REALLYDAMAGED RUBBLE
  12522.     
  12523.     
  12524.     ;**************************************************************************************************************************
  12525.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  12526.     ;for this draw module
  12527.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12528.       Model              = ABSupplyCT_A9
  12529.       Animation          = ABSupplyCT_A9.ABSupplyCT_A9
  12530.       AnimationMode      = LOOP
  12531.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
  12532.     End
  12533.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  12534.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  12535.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  12536.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  12537.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  12538.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  12539.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  12540.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  12541.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  12542.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  12543.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  12544.     
  12545.  
  12546.     ConditionState       = AWAITING_CONSTRUCTION 
  12547.       Model              = NONE
  12548.     End
  12549.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  12550.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  12551.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  12552.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  12553.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  12554.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  12555.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  12556.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  12557.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  12558.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  12559.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  12560.     AliasConditionState  = SOLD 
  12561.     AliasConditionState  = SOLD DAMAGED
  12562.     AliasConditionState  = SOLD REALLYDAMAGED
  12563.     AliasConditionState  = SOLD NIGHT
  12564.     AliasConditionState  = SOLD NIGHT DAMAGED
  12565.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  12566.     AliasConditionState  = SOLD SNOW
  12567.     AliasConditionState  = SOLD SNOW DAMAGED
  12568.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  12569.     AliasConditionState  = SOLD NIGHT SNOW
  12570.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  12571.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  12572.     ;**************************************************************************************************************************
  12573.   End
  12574.  
  12575.   PlacementViewAngle = -45
  12576.  
  12577.   ; ***DESIGN parameters ***
  12578.   DisplayName      = OBJECT:SupplyCenter
  12579.   Side             = America
  12580.   EditorSorting    = STRUCTURE
  12581.   Prerequisites
  12582.     Object = AmericaPowerPlant
  12583.   End
  12584.  
  12585.  
  12586.   BuildCost        = 2000
  12587.   RefundValue      = 400 ; With nothing (or zero) listed, we sell for half price. 
  12588.   BuildTime        = 10.0           ; in seconds
  12589.   EnergyProduction = -1
  12590.   CommandSet       = AmericaSupplyCenterCommandSet
  12591.   VisionRange      = 200.0           ; Shroud clearing distance
  12592.   ShroudClearingRange = 200
  12593.   ArmorSet
  12594.     Conditions      = None
  12595.     Armor           = StructureArmor
  12596.     DamageFX        = StructureDamageFXNoShake
  12597.   End
  12598.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  12599.  
  12600.   ; *** AUDIO Parameters ***
  12601.   VoiceSelect = SupplyCenterUSASelect
  12602.   SoundDie              = BuildingDie
  12603.   SoundOnDamaged        = BuildingDamagedStateLight
  12604.   SoundOnReallyDamaged  = BuildingDestroy
  12605.  
  12606.   UnitSpecificSounds
  12607.     UnderConstruction     = UnderConstructionLoop
  12608.   End
  12609.  
  12610.   ; *** ENGINEERING Parameters ***
  12611.   RadarPriority       = STRUCTURE
  12612.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES
  12613.   Body                = StructureBody ModuleTag_05
  12614.     MaxHealth       = 2000.0
  12615.     InitialHealth   = 2000.0
  12616.   End
  12617.   Behavior = SupplyCenterCreate ModuleTag_06
  12618.     ;nothing
  12619.   End
  12620.   Behavior = DestroyDie ModuleTag_07
  12621.     ;nothing
  12622.   End
  12623.   Behavior             = CreateObjectDie ModuleTag_08
  12624.     CreationList  = OCL_AmericanRangerDebris03
  12625.     ExemptStatus  = UNDER_CONSTRUCTION
  12626.   End
  12627.   Behavior = ProductionUpdate ModuleTag_09
  12628.     ; nothing
  12629.   End
  12630.   Behavior = SupplyCenterProductionExitUpdate ModuleTag_10
  12631.     UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
  12632.     NaturalRallyPoint = X: 44.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  12633.   End
  12634.   Behavior = BaseRegenerateUpdate ModuleTag_11
  12635.     ;No data
  12636.   End 
  12637.   Behavior            = SpawnBehavior ModuleTag_12
  12638.     SpawnNumber       = 1
  12639.     SpawnReplaceDelay = 9999
  12640.     SpawnTemplateName = AmericaVehicleChinook
  12641.     OneShot           = Yes
  12642.     CanReclaimOrphans = No
  12643.   End
  12644.  
  12645.   Behavior = SupplyCenterDockUpdate ModuleTag_13
  12646.     NumberApproachPositions = 9 ; There are 9 approach bones in the art
  12647.   End
  12648.  
  12649.   Behavior = FlammableUpdate ModuleTag_15
  12650.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  12651.     AflameDamageAmount = 5       ; taking this much damage...
  12652.     AflameDamageDelay = 500       ; this often.
  12653.   End
  12654.   
  12655.   Behavior             = CreateObjectDie ModuleTag_16
  12656.     CreationList  = OCL_LargeStructureDebris
  12657.   End
  12658.   Behavior             = FXListDie ModuleTag_17
  12659.     DeathFX       = FX_StructureSmallDeath
  12660.   End
  12661.  
  12662.   Behavior = TransitionDamageFX ModuleTag_18
  12663.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  12664.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  12665.     ;---------------------------------------------------------------------------------------
  12666.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  12667.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  12668.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  12669.   End
  12670.   
  12671.   Geometry            = BOX
  12672.   GeometryMajorRadius = 44.0
  12673.   GeometryMinorRadius = 45.0
  12674.   GeometryHeight      = 24.0
  12675.   GeometryIsSmall     = No
  12676.   Shadow          = SHADOW_VOLUME
  12677.   BuildCompletion = PLACED_BY_PLAYER
  12678.  
  12679. End
  12680.  
  12681. ;------------------------------------------------------------------------------
  12682. Object AmericaSupplyDropZone
  12683.  
  12684.   ; *** ART Parameters ***
  12685.   SelectPortrait         = SADropZone_L
  12686.   ButtonImage            = SADropZone
  12687.     Draw                 = W3DModelDraw ModuleTag_01
  12688.     OkToChangeModelColor = Yes   
  12689.     ConditionState       = NONE
  12690.       Model              = ABSupDrop
  12691.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12692.       Animation          = ABSupDrop.ABSupDrop
  12693.       AnimationMode      = LOOP
  12694.     End
  12695.     
  12696.     ConditionState       = DAMAGED
  12697.       Model              = ABSupDrop_D
  12698.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12699.       Animation          = ABSupDrop_D.ABSupDrop_D
  12700.       AnimationMode      = LOOP
  12701.     End
  12702.    
  12703.     ConditionState     = REALLYDAMAGED RUBBLE
  12704.       Model              = ABSupDrop_E
  12705.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12706.       Animation          = ABSupDrop_E.ABSupDrop_E
  12707.       AnimationMode      = LOOP
  12708.     End
  12709.     
  12710.     ConditionState       = NIGHT
  12711.       Model              = ABSupDrop_N
  12712.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12713.       Animation          = ABSupDrop_N.ABSupDrop_N
  12714.       AnimationMode      = LOOP
  12715.     End
  12716.     
  12717.     ConditionState       = DAMAGED NIGHT
  12718.       Model              = ABSupDrop_DN
  12719.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12720.       Animation          = ABSupDrop_DN.ABSupDrop_DN
  12721.       AnimationMode      = LOOP
  12722.     End
  12723.    
  12724.     ConditionState     = REALLYDAMAGED RUBBLE NIGHT
  12725.       Model              = ABSupDrop_EN
  12726.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12727.       Animation          = ABSupDrop_EN.ABSupDrop_EN
  12728.       AnimationMode      = LOOP
  12729.     End
  12730.     
  12731.     ;----------- SNOW
  12732.     
  12733.     ConditionState       = SNOW
  12734.       Model              = ABSupDrop_S
  12735.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12736.       Animation          = ABSupDrop_S.ABSupDrop_S
  12737.       AnimationMode      = LOOP
  12738.     End
  12739.     
  12740.     ConditionState       = DAMAGED SNOW
  12741.       Model              = ABSupDrop_DS
  12742.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12743.       Animation          = ABSupDrop_DS.ABSupDrop_DS
  12744.  
  12745.       AnimationMode      = LOOP
  12746.     End
  12747.    
  12748.     ConditionState     = REALLYDAMAGED RUBBLE SNOW
  12749.       Model              = ABSupDrop_ES
  12750.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12751.       Animation          = ABSupDrop_ES.ABSupDrop_ES
  12752.       AnimationMode      = LOOP
  12753.     End
  12754.     
  12755.     ;---------- SNOW NIGHT
  12756.     
  12757.     ConditionState       = NIGHT SNOW
  12758.       Model              = ABSupDrop_NS
  12759.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12760.       Animation          = ABSupDrop_NS.ABSupDrop_NS
  12761.       AnimationMode      = LOOP
  12762.     End
  12763.     
  12764.     ConditionState       = DAMAGED NIGHT SNOW
  12765.       Model              = ABSupDrop_DNS
  12766.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12767.       Animation          = ABSupDrop_DNS.ABSupDrop_DNS
  12768.       AnimationMode      = LOOP
  12769.     End
  12770.    
  12771.     ConditionState     = REALLYDAMAGED RUBBLE NIGHT SNOW
  12772.       Model              = ABSupDrop_ENS
  12773.       ParticleSysBone    = Flare01 LandingZoneSmoke
  12774.       Animation          = ABSupDrop_ENS.ABSupDrop_ENS
  12775.       AnimationMode      = LOOP
  12776.     End
  12777.     
  12778.     ;**************************************************************************************************************************
  12779.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  12780.     ;for this draw module
  12781.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12782.       Model              = ABSupDrop
  12783.       Animation          = ABSupDrop.ABSupDrop
  12784.       AnimationMode      = LOOP
  12785.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12786.     End
  12787.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  12788.       Model              = ABSupDrop_D
  12789.       Animation          = ABSupDrop_D.ABSupDrop_D
  12790.       AnimationMode      = LOOP
  12791.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12792.     End
  12793.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  12794.       Model              = ABSupDrop_E
  12795.       Animation          = ABSupDrop_E.ABSupDrop_E
  12796.       AnimationMode      = LOOP
  12797.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12798.     End
  12799.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  12800.       Model              = ABSupDrop_N
  12801.       Animation          = ABSupDrop_N.ABSupDrop_N
  12802.       AnimationMode      = LOOP
  12803.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12804.     End
  12805.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  12806.       Model              = ABSupDrop_DN
  12807.       Animation          = ABSupDrop_DN.ABSupDrop_DN
  12808.       AnimationMode      = LOOP
  12809.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12810.     End
  12811.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  12812.       Model              = ABSupDrop_EN
  12813.       Animation          = ABSupDrop_EN.ABSupDrop_EN
  12814.       AnimationMode      = LOOP
  12815.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12816.     End
  12817.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  12818.       Model              = ABSupDrop_S
  12819.       Animation          = ABSupDrop_S.ABSupDrop_S
  12820.       AnimationMode      = LOOP
  12821.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12822.     End
  12823.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  12824.       Model              = ABSupDrop_DS
  12825.       Animation          = ABSupDrop_DS.ABSupDrop_DS
  12826.       AnimationMode      = LOOP
  12827.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12828.     End
  12829.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  12830.       Model              = ABSupDrop_ES
  12831.       Animation          = ABSupDrop_ES.ABSupDrop_ES
  12832.       AnimationMode      = LOOP
  12833.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12834.     End
  12835.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  12836.       Model              = ABSupDrop_NS
  12837.       Animation          = ABSupDrop_NS.ABSupDrop_NS
  12838.       AnimationMode      = LOOP
  12839.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12840.     End
  12841.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  12842.       Model              = ABSupDrop_DNS
  12843.       Animation          = ABSupDrop_DNS.ABSupDrop_DNS
  12844.       AnimationMode      = LOOP
  12845.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12846.     End
  12847.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  12848.       Model              = ABSupDrop_ENS
  12849.       Animation          = ABSupDrop_ENS.ABSupDrop_ENS
  12850.       AnimationMode      = LOOP
  12851.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  12852.     End
  12853.  
  12854.     ConditionState       = AWAITING_CONSTRUCTION 
  12855.       Model              = NONE
  12856.     End
  12857.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  12858.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  12859.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  12860.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  12861.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  12862.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  12863.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  12864.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  12865.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  12866.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  12867.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  12868.     AliasConditionState  = SOLD 
  12869.     AliasConditionState  = SOLD DAMAGED
  12870.     AliasConditionState  = SOLD REALLYDAMAGED
  12871.     AliasConditionState  = SOLD NIGHT
  12872.     AliasConditionState  = SOLD NIGHT DAMAGED
  12873.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  12874.     AliasConditionState  = SOLD SNOW
  12875.     AliasConditionState  = SOLD SNOW DAMAGED
  12876.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  12877.     AliasConditionState  = SOLD NIGHT SNOW
  12878.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  12879.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  12880.     ;**************************************************************************************************************************    
  12881.     
  12882.  
  12883.  
  12884.   End
  12885.  
  12886.   ; ------------ construction-zone fence -----------------
  12887.   Draw                = W3DModelDraw ModuleTag_02
  12888.   AnimationsRequirePower = No
  12889.     DefaultConditionState
  12890.       Model           = None
  12891.       TransitionKey   = DOWN_DEFAULT
  12892.     End
  12893.     ConditionState    = NIGHT
  12894.       Model           = None
  12895.       TransitionKey   = DOWN_DEFAULT
  12896.     End
  12897.     ConditionState    = SNOW
  12898.       Model           = None
  12899.       TransitionKey   = DOWN_DEFAULT
  12900.     End
  12901.     ConditionState    = SNOW NIGHT
  12902.       Model           = None
  12903.       TransitionKey   = DOWN_DEFAULT
  12904.     End
  12905.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12906.       Model           = ABSupDrop_A4
  12907.       Animation       = ABSupDrop_A4.ABSupDrop_A4
  12908.       AnimationMode   = MANUAL
  12909.       Flags           = START_FRAME_LAST
  12910.       TransitionKey   = UP_DAY
  12911.     End
  12912.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12913.       Model           = ABSupDrop_A4N
  12914.       Animation       = ABSupDrop_A4N.ABSupDrop_A4N
  12915.       AnimationMode   = MANUAL
  12916.       Flags           = START_FRAME_LAST
  12917.       TransitionKey   = UP_NIGHT
  12918.     End
  12919.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12920.       Model           = ABSupDrop_A4S
  12921.       Animation       = ABSupDrop_A4S.ABSupDrop_A4S
  12922.       AnimationMode   = MANUAL
  12923.       Flags           = START_FRAME_LAST
  12924.       TransitionKey   = UP_SNOW
  12925.     End
  12926.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  12927.       Model           = ABSupDrop_A4SN
  12928.       Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
  12929.       AnimationMode   = MANUAL
  12930.       Flags           = START_FRAME_LAST
  12931.       TransitionKey   = UP_SNOWNIGHT
  12932.     End
  12933.     TransitionState   = DOWN_DEFAULT UP_DAY
  12934.       Model           = ABSupDrop_A4
  12935.       Animation       = ABSupDrop_A4.ABSupDrop_A4
  12936.       AnimationMode   = ONCE
  12937.       AnimationSpeedFactorRange = 1.0 1.0
  12938.       Flags           = START_FRAME_FIRST
  12939.     End
  12940.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  12941.       Model           = ABSupDrop_A4N
  12942.       Animation       = ABSupDrop_A4N.ABSupDrop_A4N
  12943.       AnimationMode   = ONCE
  12944.       AnimationSpeedFactorRange = 1.0 1.0
  12945.       Flags           = START_FRAME_FIRST
  12946.     End
  12947.     TransitionState   = DOWN_DEFAULT UP_SNOW
  12948.       Model           = ABSupDrop_A4S
  12949.       Animation       = ABSupDrop_A4S.ABSupDrop_A4S
  12950.       AnimationMode   = ONCE
  12951.       AnimationSpeedFactorRange = 1.0 1.0
  12952.       Flags           = START_FRAME_FIRST
  12953.     End
  12954.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  12955.       Model           = ABSupDrop_A4SN
  12956.       Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
  12957.       AnimationMode   = ONCE
  12958.       AnimationSpeedFactorRange = 1.0 1.0
  12959.       Flags           = START_FRAME_FIRST
  12960.     End
  12961.     TransitionState   = UP_DAY DOWN_DEFAULT
  12962.       Model           = ABSupDrop_A4
  12963.       Animation       = ABSupDrop_A4.ABSupDrop_A4
  12964.       AnimationMode   = ONCE_BACKWARDS
  12965.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12966.       Flags           = START_FRAME_LAST
  12967.     End
  12968.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  12969.       Model           = ABSupDrop_A4N
  12970.       Animation       = ABSupDrop_A4N.ABSupDrop_A4N
  12971.       AnimationMode   = ONCE_BACKWARDS
  12972.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12973.       Flags           = START_FRAME_LAST
  12974.     End
  12975.     TransitionState   = UP_SNOW DOWN_DEFAULT
  12976.       Model           = ABSupDrop_A4S
  12977.       Animation       = ABSupDrop_A4S.ABSupDrop_A4S
  12978.       AnimationMode   = ONCE_BACKWARDS
  12979.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12980.       Flags           = START_FRAME_LAST
  12981.     End
  12982.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  12983.       Model           = ABSupDrop_A4SN
  12984.       Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
  12985.       AnimationMode   = ONCE_BACKWARDS
  12986.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  12987.       Flags           = START_FRAME_LAST
  12988.     End
  12989.   End
  12990.  
  12991.   ; ------------ under-construction scaffolding -----------------
  12992.   Draw                = W3DModelDraw ModuleTag_03
  12993.   AnimationsRequirePower = No
  12994.     MinLODRequired    = MEDIUM
  12995.     DefaultConditionState
  12996.       Model           = None
  12997.       TransitionKey   = DOWN_DEFAULT
  12998.     End
  12999.     ConditionState    = NIGHT
  13000.       Model           = None
  13001.       TransitionKey   = DOWN_DEFAULT
  13002.     End
  13003.     ConditionState    = SNOW
  13004.       Model           = None
  13005.       TransitionKey   = DOWN_DEFAULT
  13006.     End
  13007.     ConditionState    = SNOW NIGHT
  13008.       Model           = None
  13009.       TransitionKey   = DOWN_DEFAULT
  13010.     End
  13011.     ConditionState    = PARTIALLY_CONSTRUCTED
  13012.       Model           = ABSupDrop_A6
  13013.       Animation       = ABSupDrop_A6.ABSupDrop_A6
  13014.       AnimationMode   = MANUAL
  13015.       Flags           = START_FRAME_LAST
  13016.       TransitionKey   = UP_DAY
  13017.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  13018.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  13019.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  13020.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  13021.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  13022.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  13023.     End
  13024.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  13025.       Model           = ABSupDrop_A6N
  13026.       Animation       = ABSupDrop_A6N.ABSupDrop_A6N
  13027.       AnimationMode   = MANUAL
  13028.       Flags           = START_FRAME_LAST
  13029.       TransitionKey   = UP_NIGHT
  13030.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  13031.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  13032.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  13033.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  13034.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  13035.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  13036.     End
  13037.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  13038.       Model           = ABSupDrop_A6S
  13039.       Animation       = ABSupDrop_A6S.ABSupDrop_A6S
  13040.       AnimationMode   = MANUAL
  13041.       Flags           = START_FRAME_LAST
  13042.       TransitionKey   = UP_SNOW
  13043.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  13044.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  13045.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  13046.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  13047.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  13048.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  13049.     End
  13050.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  13051.       Model           = ABSupDrop_A6SN
  13052.       Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
  13053.       AnimationMode   = MANUAL
  13054.       Flags           = START_FRAME_LAST
  13055.       TransitionKey   = UP_SNOWNIGHT
  13056.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  13057.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  13058.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  13059.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  13060.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  13061.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  13062.     End
  13063.     TransitionState   = DOWN_DEFAULT UP_DAY
  13064.      Model            = ABSupDrop_A6
  13065.       Animation       = ABSupDrop_A6.ABSupDrop_A6
  13066.       AnimationMode   = ONCE
  13067.       AnimationSpeedFactorRange = 1.0 1.0
  13068.       Flags           = START_FRAME_FIRST
  13069.     End
  13070.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  13071.      Model            = ABSupDrop_A6N
  13072.       Animation       = ABSupDrop_A6N.ABSupDrop_A6N
  13073.       AnimationMode   = ONCE
  13074.       AnimationSpeedFactorRange = 1.0 1.0
  13075.       Flags           = START_FRAME_FIRST
  13076.     End
  13077.     TransitionState   = DOWN_DEFAULT UP_SNOW
  13078.      Model            = ABSupDrop_A6S
  13079.       Animation       = ABSupDrop_A6S.ABSupDrop_A6S
  13080.       AnimationMode   = ONCE
  13081.       AnimationSpeedFactorRange = 1.0 1.0
  13082.       Flags           = START_FRAME_FIRST
  13083.     End
  13084.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  13085.      Model            = ABSupDrop_A6SN
  13086.       Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
  13087.       AnimationMode   = ONCE
  13088.       AnimationSpeedFactorRange = 1.0 1.0
  13089.       Flags           = START_FRAME_FIRST
  13090.     End
  13091.     TransitionState   = UP_DAY DOWN_DEFAULT
  13092.       Model           = ABSupDrop_A6
  13093.       Animation       = ABSupDrop_A6.ABSupDrop_A6
  13094.       AnimationMode   = ONCE_BACKWARDS
  13095.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13096.       Flags           = START_FRAME_LAST
  13097.     End
  13098.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  13099.       Model           = ABSupDrop_A6N
  13100.       Animation       = ABSupDrop_A6N.ABSupDrop_A6N
  13101.       AnimationMode   = ONCE_BACKWARDS
  13102.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13103.       Flags           = START_FRAME_LAST
  13104.     End
  13105.     TransitionState   = UP_SNOW DOWN_DEFAULT
  13106.       Model           = ABSupDrop_A6S
  13107.       Animation       = ABSupDrop_A6S.ABSupDrop_A6S
  13108.       AnimationMode   = ONCE_BACKWARDS
  13109.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13110.       Flags           = START_FRAME_LAST
  13111.     End
  13112.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  13113.       Model           = ABSupDrop_A6SN
  13114.       Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
  13115.       AnimationMode   = ONCE_BACKWARDS
  13116.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13117.       Flags           = START_FRAME_LAST
  13118.     End
  13119.   End
  13120.   PlacementViewAngle = -45
  13121.  
  13122.   ; ***DESIGN parameters ***
  13123.   DisplayName         = OBJECT:AmericaSupplyDropZone
  13124.   Side                = America
  13125.   EditorSorting       = STRUCTURE
  13126.   BuildCost           = 2500
  13127.   BuildTime           = 45.0           ; in seconds
  13128.   Prerequisites
  13129.     Object            = AmericaStrategyCenter
  13130.   End
  13131.   EnergyProduction = -4
  13132.   ShroudClearingRange = 100
  13133.   ArmorSet
  13134.     Conditions        = None
  13135.     Armor             = StructureArmor
  13136.     DamageFX          = StructureDamageFXNoShake
  13137.   End
  13138.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  13139.  
  13140.   ; *** AUDIO Parameters ***
  13141.   VoiceSelect = SupplyDropZoneSelect
  13142.  
  13143.   UnitSpecificSounds
  13144.     UnderConstruction     = UnderConstructionLoop
  13145.   End
  13146.  
  13147.  
  13148.   ; *** ENGINEERING Parameters ***  
  13149.   ; Please note that this structure is not a kindof IMMUNE_TO_CAPTURE, ther is code that allows 
  13150.   ; CAPTURABLE+STRUCTUES, and FS_TECHNOLOGY kindofs to be disabled, unless explicitly IMMUNE_TO_CAPTURE...
  13151.   ; If this boggles too much, then it is time for a KINDOF_DISABLEABLE!--ML 
  13152.   KindOf              = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
  13153.   RadarPriority       = STRUCTURE
  13154.   
  13155.   Body                = ActiveBody ModuleTag_04
  13156.     MaxHealth         = 1000.0
  13157.     InitialHealth     = 1000.0
  13158.   End
  13159.  
  13160.   Behavior       = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet 
  13161.     OCL          = OCL_AmericaSupplyDropZoneCrateDrop
  13162.     MinDelay     = 120000
  13163.     MaxDelay     = 120000
  13164.     CreateAtEdge = Yes ; as opposed to just creating on self
  13165.   End
  13166.  
  13167.   Behavior  = DestroyDie ModuleTag_06
  13168.   End
  13169.   
  13170.   Behavior             = CreateObjectDie ModuleTag_07
  13171.     CreationList  = OCL_AmericanRangerDebris03
  13172.     ExemptStatus  = UNDER_CONSTRUCTION
  13173.   End
  13174.   
  13175.   Behavior                  = CreateObjectDie ModuleTag_08
  13176.     CreationList       = OCL_LargeStructureDebris
  13177.   End
  13178.  
  13179.   Behavior             = FlammableUpdate ModuleTag_09
  13180.     AflameDuration     = 5000         ; If I catch fire, I'll burn for this long...
  13181.     AflameDamageAmount = 5       ; taking this much damage...
  13182.     AflameDamageDelay  = 500       ; this often.
  13183.   End
  13184.   
  13185.   Behavior                  = FXListDie ModuleTag_10
  13186.     DeathFX            = FX_StructureMediumDeath
  13187.   End
  13188.  
  13189.   Behavior = BaseRegenerateUpdate ModuleTag_11
  13190.     ;No data
  13191.   End 
  13192.  
  13193.   Behavior = TransitionDamageFX ModuleTag_31
  13194.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  13195.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  13196.     ;---------------------------------------------------------------------------------------
  13197.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  13198.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  13199.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  13200.   End
  13201.  
  13202.   Geometry            = BOX
  13203.   GeometryMajorRadius = 27.0
  13204.   GeometryMinorRadius = 27.0
  13205.   GeometryHeight      = 9.0
  13206.   GeometryIsSmall     = No
  13207.   Shadow              = SHADOW_VOLUME
  13208.  
  13209. End
  13210.  
  13211. ;------------------------------------------------------------------------------
  13212. Object GLASupplyStash
  13213.  
  13214.   ; *** ART Parameters ***
  13215.   SelectPortrait         = SUSupplyCenter_L
  13216.   ButtonImage            = SUSupplyCenter
  13217.   Draw = W3DModelDraw ModuleTag_01
  13218.     OkToChangeModelColor = Yes
  13219.     ; day
  13220.     ConditionState = NONE
  13221.       Model = UBSupply
  13222.       ParticleSysBone = Smoke01 SteamVent
  13223.       Animation     = UBSupply.UBSupply
  13224.       AnimationMode = LOOP
  13225.     End
  13226.     ConditionState = DAMAGED
  13227.       Model = UBSupply_D
  13228.       ParticleSysBone = Smoke01 SteamVent
  13229.       Animation     = UBSupply_D.UBSupply_D
  13230.       AnimationMode = LOOP
  13231.     End
  13232.     ConditionState = REALLYDAMAGED RUBBLE
  13233.       Model = UBSupply_E
  13234.       ParticleSysBone = Smoke01 SteamVent
  13235.     End
  13236.     
  13237.  
  13238.     
  13239.     ; SNOW
  13240.     ConditionState = SNOW
  13241.       Model = UBSupply_S
  13242.       ParticleSysBone = Smoke01 SteamVent
  13243.       Animation     = UBSupply_S.UBSupply_S
  13244.       AnimationMode = LOOP
  13245.     End
  13246.     ConditionState = DAMAGED SNOW
  13247.       Model = UBSupply_DS
  13248.       ParticleSysBone = Smoke01 SteamVent
  13249.       Animation     = UBSupply_DS.UBSupply_DS
  13250.       AnimationMode = LOOP
  13251.     End
  13252.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  13253.       Model = UBSupply_ES
  13254.       ParticleSysBone = Smoke01 SteamVent
  13255.     End
  13256.     
  13257.  
  13258.     ; night
  13259.     ConditionState = NIGHT
  13260.       Model = UBSupply_N
  13261.       Animation     = UBSupply_N.UBSupply_N
  13262.       AnimationMode = LOOP
  13263.       ParticleSysBone = Smoke01 SteamVent
  13264.     End
  13265.     ConditionState = DAMAGED NIGHT
  13266.       Model = UBSupply_DN
  13267.       Animation     = UBSupply_DN.UBSupply_DN
  13268.       AnimationMode = LOOP
  13269.       ParticleSysBone = Smoke01 SteamVent
  13270.       ParticleSysBone = Smoke02 SmolderingSmoke
  13271.       ParticleSysBone = Smoke03 SmolderingSmoke
  13272.       ParticleSysBone = Smoke04 SmolderingSmoke
  13273.       ParticleSysBone = Fire01 SmolderingFire
  13274.     End
  13275.     ConditionState = REALLYDAMAGED RUBBLE NIGHT
  13276.       Model = UBSupply_EN
  13277.       ParticleSysBone = Smoke01 SteamVent
  13278.       ParticleSysBone = Smoke02 SmolderingSmoke
  13279.       ParticleSysBone = Smoke03 SmolderingSmoke
  13280.       ParticleSysBone = Smoke04 SmolderingSmoke
  13281.       ParticleSysBone = Smoke05 SmolderingSmoke
  13282.       ParticleSysBone = Smoke06 SmolderingSmoke
  13283.       ParticleSysBone = Fire01 SmolderingFire
  13284.       ParticleSysBone = Fire02 SmolderingFire
  13285.       ParticleSysBone = Fire03 SmolderingFire
  13286.     End
  13287.     
  13288.     
  13289.     ; night snow
  13290.     ConditionState = NIGHT SNOW
  13291.       Model = UBSupply_NS
  13292.       Animation     = UBSupply_NS.UBSupply_NS
  13293.       AnimationMode = LOOP
  13294.       ParticleSysBone = Smoke01 SteamVent
  13295.     End
  13296.     ConditionState = DAMAGED NIGHT SNOW
  13297.       Model = UBSupply_DNS
  13298.       Animation     = UBSupply_DNS.UBSupply_DNS
  13299.       AnimationMode = LOOP
  13300.       ParticleSysBone = Smoke01 SteamVent
  13301.       ParticleSysBone = Smoke02 SmolderingSmoke
  13302.       ParticleSysBone = Smoke03 SmolderingSmoke
  13303.       ParticleSysBone = Smoke04 SmolderingSmoke
  13304.       ParticleSysBone = Fire01 SmolderingFire
  13305.     End
  13306.     ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
  13307.       Model = UBSupply_ENS
  13308.       ParticleSysBone = Smoke01 SteamVent
  13309.       ParticleSysBone = Smoke02 SmolderingSmoke
  13310.       ParticleSysBone = Smoke03 SmolderingSmoke
  13311.       ParticleSysBone = Smoke04 SmolderingSmoke
  13312.       ParticleSysBone = Smoke05 SmolderingSmoke
  13313.       ParticleSysBone = Smoke06 SmolderingSmoke
  13314.       ParticleSysBone = Fire01 SmolderingFire
  13315.       ParticleSysBone = Fire02 SmolderingFire
  13316.       ParticleSysBone = Fire03 SmolderingFire
  13317.     End
  13318.     
  13319.     
  13320.         ;**************************************************************************************************************************
  13321.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  13322.     ;for this draw module
  13323.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  13324.       Model              = UBSupply
  13325.       Animation          = UBSupply.UBSupply
  13326.       AnimationMode      = LOOP
  13327.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13328.     End
  13329.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  13330.       Model              = UBSupply_D
  13331.       Animation          = UBSupply_D.UBSupply_D
  13332.       AnimationMode      = LOOP
  13333.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13334.     End
  13335.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  13336.       Model              = UBSupply_E
  13337.       ;Animation          = UBSupply_E.UBSupply_E
  13338.       ;AnimationMode      = LOOP
  13339.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13340.     End
  13341.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  13342.       Model              = UBSupply_N
  13343.       Animation          = UBSupply_N.UBSupply_N
  13344.       AnimationMode      = LOOP
  13345.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13346.     End
  13347.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  13348.       Model              = UBSupply_DN
  13349.       Animation          = UBSupply_DN.UBSupply_DN
  13350.       AnimationMode      = LOOP
  13351.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13352.     End
  13353.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  13354.       Model              = UBSupply_EN
  13355.       ;Animation          = UBSupply_EN.UBSupply_EN
  13356.       ;AnimationMode      = LOOP
  13357.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13358.     End
  13359.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  13360.       Model              = UBSupply_S
  13361.       Animation          = UBSupply_S.UBSupply_S
  13362.       AnimationMode      = LOOP
  13363.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13364.     End
  13365.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  13366.       Model              = UBSupply_DS
  13367.       Animation          = UBSupply_DS.UBSupply_DS
  13368.       AnimationMode      = LOOP
  13369.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13370.     End
  13371.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  13372.       Model              = UBSupply_ES
  13373.       ;Animation          = UBSupply_ES.UBSupply_ES
  13374.       ;AnimationMode      = LOOP
  13375.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13376.     End
  13377.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  13378.       Model              = UBSupply_NS
  13379.       Animation          = UBSupply_NS.UBSupply_NS
  13380.       AnimationMode      = LOOP
  13381.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13382.     End
  13383.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  13384.       Model              = UBSupply_DNS
  13385.       Animation          = UBSupply_DNS.UBSupply_DNS
  13386.       AnimationMode      = LOOP
  13387.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13388.     End
  13389.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  13390.       Model              = UBSupply_ENS
  13391.       ;Animation          = UBSupply_ENS.UBSupply_ENS
  13392.       ;AnimationMode      = LOOP
  13393.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13394.     End
  13395.  
  13396.     ConditionState       = AWAITING_CONSTRUCTION 
  13397.       Model              = NONE
  13398.     End
  13399.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  13400.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  13401.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  13402.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  13403.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  13404.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  13405.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  13406.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  13407.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  13408.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  13409.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  13410.     AliasConditionState  = SOLD 
  13411.     AliasConditionState  = SOLD DAMAGED
  13412.     AliasConditionState  = SOLD REALLYDAMAGED
  13413.     AliasConditionState  = SOLD NIGHT
  13414.     AliasConditionState  = SOLD NIGHT DAMAGED
  13415.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  13416.     AliasConditionState  = SOLD SNOW
  13417.     AliasConditionState  = SOLD SNOW DAMAGED
  13418.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  13419.     AliasConditionState  = SOLD NIGHT SNOW
  13420.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  13421.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  13422.     ;**************************************************************************************************************************
  13423.  
  13424.   End
  13425.  
  13426.    ; ------------ construction-zone fence -----------------
  13427.   Draw = W3DModelDraw ModuleTag_02
  13428.   AnimationsRequirePower = No
  13429.     DefaultConditionState
  13430.       Model           = None
  13431.       TransitionKey   = DOWN_DEFAULT
  13432.     End
  13433.     ConditionState    = NIGHT
  13434.       Model           = None
  13435.       TransitionKey   = DOWN_DEFAULT
  13436.     End
  13437.     ConditionState    = SNOW
  13438.       Model           = None
  13439.       TransitionKey   = DOWN_DEFAULT
  13440.     End
  13441.     ConditionState    = SNOW NIGHT
  13442.       Model           = None
  13443.       TransitionKey   = DOWN_DEFAULT
  13444.     End
  13445.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  13446.       Model           = UBSupply_A4
  13447.       Animation       = UBSupply_A4.UBSupply_A4
  13448.       AnimationMode   = MANUAL
  13449.       Flags           = START_FRAME_LAST
  13450.       TransitionKey   = UP_DAY
  13451.     End
  13452.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  13453.       Model           = UBSupply_A4N
  13454.       Animation       = UBSupply_A4N.UBSupply_A4N
  13455.       AnimationMode   = MANUAL
  13456.       Flags           = START_FRAME_LAST
  13457.       TransitionKey   = UP_NIGHT
  13458.     End
  13459.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  13460.       Model           = UBSupply_A4S
  13461.       Animation       = UBSupply_A4S.UBSupply_A4S
  13462.       AnimationMode   = MANUAL
  13463.       Flags           = START_FRAME_LAST
  13464.       TransitionKey   = UP_SNOW
  13465.     End
  13466.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  13467.       Model           = UBSupply_A4SN
  13468.       Animation       = UBSupply_A4SN.UBSupply_A4SN
  13469.       AnimationMode   = MANUAL
  13470.       Flags           = START_FRAME_LAST
  13471.       TransitionKey   = UP_SNOWNIGHT
  13472.     End
  13473.     TransitionState   = DOWN_DEFAULT UP_DAY
  13474.       Model           = UBSupply_A4
  13475.       Animation       = UBSupply_A4.UBSupply_A4
  13476.       AnimationMode   = ONCE
  13477.       AnimationSpeedFactorRange = 1.0 1.0
  13478.       Flags           = START_FRAME_FIRST
  13479.     End
  13480.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  13481.       Model           = UBSupply_A4N
  13482.       Animation       = UBSupply_A4N.UBSupply_A4N
  13483.       AnimationMode   = ONCE
  13484.       AnimationSpeedFactorRange = 1.0 1.0
  13485.       Flags           = START_FRAME_FIRST
  13486.     End
  13487.     TransitionState   = DOWN_DEFAULT UP_SNOW
  13488.       Model           = UBSupply_A4S
  13489.       Animation       = UBSupply_A4S.UBSupply_A4S
  13490.       AnimationMode   = ONCE
  13491.       AnimationSpeedFactorRange = 1.0 1.0
  13492.       Flags           = START_FRAME_FIRST
  13493.     End
  13494.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  13495.       Model           = UBSupply_A4SN
  13496.       Animation       = UBSupply_A4SN.UBSupply_A4SN
  13497.       AnimationMode   = ONCE
  13498.       AnimationSpeedFactorRange = 1.0 1.0
  13499.       Flags           = START_FRAME_FIRST
  13500.     End
  13501.     TransitionState   = UP_DAY DOWN_DEFAULT
  13502.       Model           = UBSupply_A4
  13503.       Animation       = UBSupply_A4.UBSupply_A4
  13504.       AnimationMode   = ONCE_BACKWARDS
  13505.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13506.       Flags           = START_FRAME_LAST
  13507.     End
  13508.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  13509.       Model           = UBSupply_A4N
  13510.       Animation       = UBSupply_A4N.UBSupply_A4N
  13511.       AnimationMode   = ONCE_BACKWARDS
  13512.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13513.       Flags           = START_FRAME_LAST
  13514.     End
  13515.     TransitionState   = UP_SNOW DOWN_DEFAULT
  13516.       Model           = UBSupply_A4S
  13517.       Animation       = UBSupply_A4S.UBSupply_A4S
  13518.       AnimationMode   = ONCE_BACKWARDS
  13519.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13520.       Flags           = START_FRAME_LAST
  13521.     End
  13522.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  13523.       Model           = UBSupply_A4SN
  13524.       Animation       = UBSupply_A4SN.UBSupply_A4SN
  13525.       AnimationMode   = ONCE_BACKWARDS
  13526.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13527.       Flags           = START_FRAME_LAST
  13528.     End
  13529.   End
  13530.  
  13531.   ; ------------ under-construction scaffolding -----------------
  13532.   Draw = W3DModelDraw ModuleTag_03
  13533.   AnimationsRequirePower = No
  13534.     MinLODRequired = MEDIUM
  13535.     DefaultConditionState
  13536.       Model           = None
  13537.       TransitionKey   = DOWN_DEFAULT
  13538.     End
  13539.     ConditionState    = NIGHT
  13540.       Model           = None
  13541.       TransitionKey   = DOWN_DEFAULT
  13542.     End
  13543.     ConditionState    = SNOW
  13544.       Model           = None
  13545.       TransitionKey   = DOWN_DEFAULT
  13546.     End
  13547.     ConditionState    = SNOW NIGHT
  13548.       Model           = None
  13549.       TransitionKey   = DOWN_DEFAULT
  13550.     End
  13551.     ConditionState    = PARTIALLY_CONSTRUCTED
  13552.       Model           = UBSupply_A6
  13553.       Animation       = UBSupply_A6.UBSupply_A6
  13554.       AnimationMode   = MANUAL
  13555.       Flags           = START_FRAME_LAST
  13556.       TransitionKey   = UP_DAY
  13557.       ParticleSysBone = Dust01 BuildingDust
  13558.       ParticleSysBone = Smoke01 BuildUpSmoke
  13559.       ParticleSysBone = Smoke02 BuildUpSmoke
  13560.       ParticleSysBone = Smoke03 BuildUpSmoke
  13561.       ParticleSysBone = Smoke04 BuildUpSmoke
  13562.     End
  13563.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  13564.       Model           = UBSupply_A6N
  13565.       Animation       = UBSupply_A6N.UBSupply_A6N
  13566.       AnimationMode   = MANUAL
  13567.       Flags           = START_FRAME_LAST
  13568.       TransitionKey   = UP_NIGHT
  13569.       ParticleSysBone = Dust01 BuildingDust
  13570.       ParticleSysBone = Smoke01 BuildUpSmoke
  13571.       ParticleSysBone = Smoke02 BuildUpSmoke
  13572.       ParticleSysBone = Smoke03 BuildUpSmoke
  13573.       ParticleSysBone = Smoke04 BuildUpSmoke
  13574.     End
  13575.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  13576.       Model           = UBSupply_A6S
  13577.       Animation       = UBSupply_A6S.UBSupply_A6S
  13578.       AnimationMode   = MANUAL
  13579.       Flags           = START_FRAME_LAST
  13580.       TransitionKey   = UP_SNOW
  13581.       ParticleSysBone = Dust01 BuildingSnowDust
  13582.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  13583.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  13584.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  13585.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  13586.     End
  13587.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  13588.       Model           = UBSupply_A6SN
  13589.       Animation       = UBSupply_A6SN.UBSupply_A6SN
  13590.       AnimationMode   = MANUAL
  13591.       Flags           = START_FRAME_LAST
  13592.       TransitionKey   = UP_SNOWNIGHT
  13593.       ParticleSysBone = Dust01 BuildingNightSnowDust
  13594.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  13595.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  13596.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  13597.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  13598.     End
  13599.     TransitionState   = DOWN_DEFAULT UP_DAY
  13600.      Model            = UBSupply_A6
  13601.       Animation       = UBSupply_A6.UBSupply_A6
  13602.       AnimationMode   = ONCE
  13603.       AnimationSpeedFactorRange = 1.0 1.0
  13604.       Flags           = START_FRAME_FIRST
  13605.     End
  13606.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  13607.      Model            = UBSupply_A6N
  13608.       Animation       = UBSupply_A6N.UBSupply_A6N
  13609.       AnimationMode   = ONCE
  13610.       AnimationSpeedFactorRange = 1.0 1.0
  13611.       Flags           = START_FRAME_FIRST
  13612.     End
  13613.     TransitionState   = DOWN_DEFAULT UP_SNOW
  13614.      Model            = UBSupply_A6S
  13615.       Animation       = UBSupply_A6S.UBSupply_A6S
  13616.       AnimationMode   = ONCE
  13617.       AnimationSpeedFactorRange = 1.0 1.0
  13618.       Flags           = START_FRAME_FIRST
  13619.     End
  13620.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  13621.      Model            = UBSupply_A6SN
  13622.       Animation       = UBSupply_A6SN.UBSupply_A6SN
  13623.       AnimationMode   = ONCE
  13624.       AnimationSpeedFactorRange = 1.0 1.0
  13625.       Flags           = START_FRAME_FIRST
  13626.     End
  13627.     TransitionState   = UP_DAY DOWN_DEFAULT
  13628.       Model           = UBSupply_A6
  13629.       Animation       = UBSupply_A6.UBSupply_A6
  13630.       AnimationMode   = ONCE_BACKWARDS
  13631.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13632.       Flags           = START_FRAME_LAST
  13633.     End
  13634.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  13635.       Model           = UBSupply_A6N
  13636.       Animation       = UBSupply_A6N.UBSupply_A6N
  13637.       AnimationMode   = ONCE_BACKWARDS
  13638.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13639.       Flags           = START_FRAME_LAST
  13640.  
  13641.     End
  13642.     TransitionState   = UP_SNOW DOWN_DEFAULT
  13643.       Model           = UBSupply_A6S
  13644.       Animation       = UBSupply_A6S.UBSupply_A6S
  13645.       AnimationMode   = ONCE_BACKWARDS
  13646.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13647.       Flags           = START_FRAME_LAST
  13648.     End
  13649.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  13650.       Model           = UBSupply_A6SN
  13651.       Animation       = UBSupply_A6SN.UBSupply_A6SN
  13652.       AnimationMode   = ONCE_BACKWARDS
  13653.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  13654.       Flags           = START_FRAME_LAST
  13655.     End
  13656.   End
  13657.  
  13658.   PlacementViewAngle = -45
  13659.  
  13660.   ; ***DESIGN parameters ***
  13661.   DisplayName         = OBJECT:SupplyStash
  13662.   Side                = GLA
  13663.   EditorSorting       = STRUCTURE
  13664.   BuildCost           = 1500
  13665.   RefundValue         = 650 ; With nothing (or zero) listed, we sell for half price. 
  13666.   BuildTime           = 15.0           ; in seconds
  13667.   EnergyProduction    = 0
  13668.   CommandSet          = GLASupplyStashCommandSet
  13669.   VisionRange         = 200.0           ; Shroud clearing distance
  13670.   ShroudClearingRange = 200
  13671.   ArmorSet
  13672.     Conditions        = None
  13673.     Armor             = StructureArmor
  13674.     DamageFX          = StructureDamageFXNoShake
  13675.   End
  13676.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  13677.  
  13678.   ; *** AUDIO Parameters ***
  13679.   VoiceSelect = SupplyCenterGLASelect
  13680.   SoundDie              = BuildingDie
  13681.   SoundOnDamaged        = BuildingDamagedStateLight
  13682.   SoundOnReallyDamaged  = BuildingDestroy
  13683.  
  13684.   UnitSpecificSounds
  13685.     UnderConstruction     = UnderConstructionLoop
  13686.   End
  13687.  
  13688.   ; *** ENGINEERING Parameters ***
  13689.   RadarPriority       = STRUCTURE
  13690.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE CANNOT_BUILD_NEAR_SUPPLIES
  13691.   Body                = StructureBody ModuleTag_04
  13692.     MaxHealth       = 1000.0
  13693.     InitialHealth   = 1000.0
  13694.   End
  13695.   Behavior = SupplyCenterCreate ModuleTag_05
  13696.     ;nothing
  13697.   End
  13698.  
  13699.   Behavior             = RebuildHoleExposeDie ModuleTag_06
  13700.     HoleName      = GLAHoleSupplyStash
  13701.     HoleMaxHealth = 500.0
  13702.   End 
  13703.   Behavior = DestroyDie ModuleTag_07
  13704.     ;nothing
  13705.   End
  13706.   Behavior                 = CreateObjectDie ModuleTag_08
  13707.     CreationList      = OCL_SmallStructureDebris
  13708.   End
  13709.   Behavior                 = FXListDie ModuleTag_09
  13710.     DeathFX           = FX_StructureSmallDeath
  13711.   End
  13712.   Behavior = ProductionUpdate ModuleTag_10
  13713.     ; nothing
  13714.   End
  13715.   Behavior = SupplyCenterProductionExitUpdate ModuleTag_11
  13716.     UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
  13717.     NaturalRallyPoint = X: 36.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  13718.   End
  13719.  
  13720.   Behavior            = SpawnBehavior ModuleTag_12
  13721.     SpawnNumber       = 1
  13722.     SpawnReplaceDelay = 9999
  13723.     SpawnTemplateName = GLAInfantryWorker
  13724.     OneShot           = Yes
  13725.     CanReclaimOrphans = No
  13726.   End
  13727.  
  13728.   Behavior = SupplyCenterDockUpdate ModuleTag_13
  13729.     AllowsPassthrough = No ;You can't drive through this guy while docking.  Use this when the dock points are all outside
  13730.     NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
  13731.   End
  13732.  
  13733.   Behavior = FlammableUpdate ModuleTag_15
  13734.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  13735.     AflameDamageAmount = 5       ; taking this much damage...
  13736.     AflameDamageDelay = 500       ; this often.
  13737.   End
  13738.  
  13739.   Behavior = TransitionDamageFX ModuleTag_16
  13740.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  13741.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  13742.     ;---------------------------------------------------------------------------------------
  13743.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  13744.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  13745.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  13746.   End
  13747.  
  13748.   ;Dont forget to edit the GLA Hole geometry for this object too
  13749.   Geometry            = BOX
  13750.   GeometryMajorRadius = 36.0
  13751.   GeometryMinorRadius = 35.0
  13752.   GeometryHeight      = 30.0
  13753.   GeometryIsSmall     = No
  13754.   ;FactoryExtraBibWidth= 1.0     ; extra placement border.
  13755.   Shadow              = SHADOW_VOLUME
  13756.   BuildCompletion     = PLACED_BY_PLAYER
  13757.  
  13758. End
  13759.  
  13760. ;------------------------------------------------------------------------------
  13761. ObjectReskin GLAHoleSupplyStash GLAHole
  13762.   Draw                     = W3DModelDraw ModuleTag_01
  13763.     OkToChangeModelColor   = Yes
  13764.     ConditionState         = NONE
  13765.       Model                = UBHole
  13766.     End
  13767.     ConditionState         = DAMAGED
  13768.       Model                = UBHole_D
  13769.       ParticleSysBone      = Smoke01 SteamVent
  13770.     End
  13771.     ConditionState         = REALLYDAMAGED RUBBLE
  13772.       Model                = UBHole_E
  13773.       ParticleSysBone      = Smoke01 SteamVent
  13774.       ParticleSysBone      = Smoke02 SteamVent
  13775.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  13776.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  13777.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  13778.     End
  13779.   End
  13780.   Draw                     = W3DModelDraw ModuleTag_02
  13781.     OkToChangeModelColor   = Yes
  13782.     ConditionState         = NONE
  13783.       Model                = UBSupply_R
  13784.       ParticleSysBone      = Smoke02 SmolderingSmoke
  13785.       ParticleSysBone      = Smoke03 SmolderingSmoke
  13786.       ParticleSysBone      = Smoke04 SmolderingSmoke
  13787.       ParticleSysBone      = Smoke05 SmolderingSmoke
  13788.       ParticleSysBone      = Smoke06 SmolderingSmoke
  13789.     End
  13790.     ConditionState         = DAMAGED REALLYDAMAGED RUBBLE
  13791.       Model                = UBSupply_R
  13792.       ParticleSysBone      = Smoke02 SmolderingSmoke
  13793.       ParticleSysBone      = Smoke03 SmolderingSmoke
  13794.       ParticleSysBone      = Smoke04 SmolderingSmoke
  13795.       ParticleSysBone      = Smoke05 SmolderingSmoke
  13796.       ParticleSysBone      = Smoke06 SmolderingSmoke
  13797.     End
  13798.   End
  13799. End
  13800.  
  13801. ;------------------------------------------------------------------------------
  13802. Object ChinaSupplyCenter
  13803.  
  13804.   ; *** ART Parameters ***
  13805.   SelectPortrait         = SNSupplyCenter_L
  13806.   ButtonImage            = SNSupplyCenter
  13807.   Draw = W3DModelDraw ModuleTag_01
  13808.     OkToChangeModelColor = Yes
  13809.     ;day
  13810.     ConditionState = NONE
  13811.       Model = NBSupCent
  13812.       ;Animation       = NBSupCent.NBSupCent
  13813.       ;AnimationMode   = LOOP
  13814.     End
  13815.     ConditionState = DAMAGED
  13816.       Model = NBSupCent_D
  13817.       ;Animation       = NBSupCent_D.NBSupCent_D
  13818.       ;AnimationMode   = LOOP
  13819.     End
  13820.     ConditionState = REALLYDAMAGED RUBBLE
  13821.       Model = NBSupCent_E
  13822.       ;Animation       = NBSupCent_E.NBSupCent_E
  13823.       ;AnimationMode   = LOOP
  13824.     End
  13825.     
  13826.     
  13827.     ConditionState = SNOW
  13828.       Model = NBSupCent_S
  13829.       ;Animation       = NBSupCent.NBSupCent
  13830.       ;AnimationMode   = LOOP
  13831.     End
  13832.     ConditionState = DAMAGED SNOW
  13833.       Model = NBSupCent_DS
  13834.       ;Animation       = NBSupCent_D.NBSupCent_D
  13835.       ;AnimationMode   = LOOP
  13836.     End
  13837.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  13838.       Model = NBSupCent_ES
  13839.       ;Animation       = NBSupCent_E.NBSupCent_E
  13840.       ;AnimationMode   = LOOP
  13841.     End
  13842.     
  13843.     
  13844.     ConditionState = SNOW NIGHT
  13845.       Model = NBSupCent_NS
  13846.       ;Animation       = NBSupCent.NBSupCent
  13847.       ;AnimationMode   = LOOP
  13848.     End
  13849.     ConditionState = DAMAGED SNOW NIGHT
  13850.       Model = NBSupCent_DNS
  13851.       ;Animation       = NBSupCent_D.NBSupCent_D
  13852.       ;AnimationMode   = LOOP
  13853.     End
  13854.     ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
  13855.       Model = NBSupCent_ENS
  13856.       ;Animation       = NBSupCent_E.NBSupCent_E
  13857.       ;AnimationMode   = LOOP
  13858.     End
  13859.     
  13860.  
  13861.     ConditionState = NIGHT
  13862.       Model           = NBSupCent_N
  13863.       ;Animation       = NBSupCent_N.NBSupCent_N
  13864.       ;AnimationMode   = LOOP
  13865.     End  
  13866.     ConditionState = NIGHT DAMAGED
  13867.       Model           = NBSupCent_DN
  13868.  
  13869.       ;Animation       = NBSupCent_N.NBSupCent_N
  13870.       ;AnimationMode   = LOOP
  13871.     End  
  13872.     ConditionState = NIGHT REALLYDAMAGED RUBBLE
  13873.       Model           = NBSupCent_EN
  13874.       ;Animation       = NBSupCent_N.NBSupCent_N
  13875.       ;AnimationMode   = LOOP
  13876.     End  
  13877.     
  13878.     
  13879.         ;**************************************************************************************************************************
  13880.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  13881.     ;for this draw module
  13882.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  13883.       Model              = NBSupCent
  13884.       ;Animation          = NBSupCent.NBSupCent
  13885.       ;AnimationMode      = LOOP
  13886.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13887.     End
  13888.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  13889.       Model              = NBSupCent_D
  13890.       ;Animation          = NBSupCent_D.NBSupCent_D
  13891.       ;AnimationMode      = LOOP
  13892.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13893.     End
  13894.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  13895.       Model              = NBSupCent_E
  13896.       ;Animation          = NBSupCent_E.NBSupCent_E
  13897.       ;AnimationMode      = LOOP
  13898.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13899.     End
  13900.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  13901.       Model              = NBSupCent_N
  13902.       ;Animation          = NBSupCent_N.NBSupCent_N
  13903.       ;AnimationMode      = LOOP
  13904.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13905.     End
  13906.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  13907.       Model              = NBSupCent_DN
  13908.       ;Animation          = NBSupCent_DN.NBSupCent_DN
  13909.       ;AnimationMode      = LOOP
  13910.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13911.     End
  13912.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  13913.       Model              = NBSupCent_EN
  13914.       ;Animation          = NBSupCent_EN.NBSupCent_EN
  13915.       ;AnimationMode      = LOOP
  13916.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13917.     End
  13918.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  13919.       Model              = NBSupCent_S
  13920.       ;Animation          = NBSupCent_S.NBSupCent_S
  13921.       ;AnimationMode      = LOOP
  13922.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13923.     End
  13924.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  13925.       Model              = NBSupCent_DS
  13926.       ;Animation          = NBSupCent_DS.NBSupCent_DS
  13927.       ;AnimationMode      = LOOP
  13928.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13929.     End
  13930.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  13931.       Model              = NBSupCent_ES
  13932.       ;Animation          = NBSupCent_ES.NBSupCent_ES
  13933.       ;AnimationMode      = LOOP
  13934.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13935.     End
  13936.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  13937.       Model              = NBSupCent_NS
  13938.       ;Animation          = NBSupCent_NS.NBSupCent_NS
  13939.       ;AnimationMode      = LOOP
  13940.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13941.     End
  13942.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  13943.       Model              = NBSupCent_DNS
  13944.       ;Animation          = NBSupCent_DNS.NBSupCent_DNS
  13945.       ;AnimationMode      = LOOP
  13946.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13947.     End
  13948.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  13949.       Model              = NBSupCent_ENS
  13950.       ;Animation          = NBSupCent_ENS.NBSupCent_ENS
  13951.       ;AnimationMode      = LOOP
  13952.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  13953.     End
  13954.  
  13955.     ConditionState       = AWAITING_CONSTRUCTION 
  13956.       Model              = NONE
  13957.     End
  13958.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  13959.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  13960.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  13961.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  13962.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  13963.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  13964.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  13965.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  13966.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  13967.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  13968.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  13969.     AliasConditionState  = SOLD 
  13970.     AliasConditionState  = SOLD DAMAGED
  13971.     AliasConditionState  = SOLD REALLYDAMAGED
  13972.     AliasConditionState  = SOLD NIGHT
  13973.     AliasConditionState  = SOLD NIGHT DAMAGED
  13974.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  13975.     AliasConditionState  = SOLD SNOW
  13976.     AliasConditionState  = SOLD SNOW DAMAGED
  13977.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  13978.     AliasConditionState  = SOLD NIGHT SNOW
  13979.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  13980.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  13981.     ;**************************************************************************************************************************
  13982.   End
  13983.     
  13984.   ; ------------ construction-zone fence -----------------
  13985.   Draw = W3DModelDraw ModuleTag_02
  13986.   AnimationsRequirePower = No
  13987.     DefaultConditionState
  13988.       Model           = None
  13989.       TransitionKey   = DOWN_DEFAULT
  13990.     End
  13991.     ConditionState    = NIGHT
  13992.       Model           = None
  13993.       TransitionKey   = DOWN_DEFAULT
  13994.     End
  13995.     ConditionState    = SNOW
  13996.       Model           = None
  13997.       TransitionKey   = DOWN_DEFAULT
  13998.     End
  13999.     ConditionState    = SNOW NIGHT
  14000.       Model           = None
  14001.       TransitionKey   = DOWN_DEFAULT
  14002.     End
  14003.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  14004.       Model           = NBSupCent_A4
  14005.       Animation       = NBSupCent_A4.NBSupCent_A4
  14006.       AnimationMode   = MANUAL
  14007.       Flags           = START_FRAME_LAST
  14008.       TransitionKey   = UP_DAY
  14009.     End
  14010.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  14011.       Model           = NBSupCent_A4N
  14012.       Animation       = NBSupCent_A4N.NBSupCent_A4N
  14013.       AnimationMode   = MANUAL
  14014.       Flags           = START_FRAME_LAST
  14015.       TransitionKey   = UP_NIGHT
  14016.     End
  14017.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  14018.       Model           = NBSupCent_A4S
  14019.       Animation       = NBSupCent_A4S.NBSupCent_A4S
  14020.       AnimationMode   = MANUAL
  14021.       Flags           = START_FRAME_LAST
  14022.       TransitionKey   = UP_SNOW
  14023.     End
  14024.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  14025.       Model           = NBSupCent_A4SN
  14026.       Animation       = NBSupCent_A4SN.NBSupCent_A4SN
  14027.       AnimationMode   = MANUAL
  14028.       Flags           = START_FRAME_LAST
  14029.       TransitionKey   = UP_SNOWNIGHT
  14030.     End
  14031.     TransitionState   = DOWN_DEFAULT UP_DAY
  14032.       Model           = NBSupCent_A4
  14033.       Animation       = NBSupCent_A4.NBSupCent_A4
  14034.       AnimationMode   = ONCE
  14035.       AnimationSpeedFactorRange = 1.0 1.0
  14036.       Flags           = START_FRAME_FIRST
  14037.     End
  14038.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  14039.       Model           = NBSupCent_A4N
  14040.       Animation       = NBSupCent_A4N.NBSupCent_A4N
  14041.       AnimationMode   = ONCE
  14042.       AnimationSpeedFactorRange = 1.0 1.0
  14043.       Flags           = START_FRAME_FIRST
  14044.     End
  14045.     TransitionState   = DOWN_DEFAULT UP_SNOW
  14046.       Model           = NBSupCent_A4S
  14047.       Animation       = NBSupCent_A4S.NBSupCent_A4S
  14048.       AnimationMode   = ONCE
  14049.       AnimationSpeedFactorRange = 1.0 1.0
  14050.       Flags           = START_FRAME_FIRST
  14051.     End
  14052.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  14053.       Model           = NBSupCent_A4SN
  14054.       Animation       = NBSupCent_A4SN.NBSupCent_A4SN
  14055.       AnimationMode   = ONCE
  14056.       AnimationSpeedFactorRange = 1.0 1.0
  14057.       Flags           = START_FRAME_FIRST
  14058.     End
  14059.     TransitionState   = UP_DAY DOWN_DEFAULT
  14060.       Model           = NBSupCent_A4
  14061.       Animation       = NBSupCent_A4.NBSupCent_A4
  14062.       AnimationMode   = ONCE_BACKWARDS
  14063.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14064.       Flags           = START_FRAME_LAST
  14065.     End
  14066.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  14067.       Model           = NBSupCent_A4N
  14068.       Animation       = NBSupCent_A4N.NBSupCent_A4N
  14069.       AnimationMode   = ONCE_BACKWARDS
  14070.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14071.       Flags           = START_FRAME_LAST
  14072.     End
  14073.     TransitionState   = UP_SNOW DOWN_DEFAULT
  14074.       Model           = NBSupCent_A4S
  14075.       Animation       = NBSupCent_A4S.NBSupCent_A4S
  14076.       AnimationMode   = ONCE_BACKWARDS
  14077.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14078.       Flags           = START_FRAME_LAST
  14079.     End
  14080.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  14081.       Model           = NBSupCent_A4SN
  14082.       Animation       = NBSupCent_A4SN.NBSupCent_A4SN
  14083.       AnimationMode   = ONCE_BACKWARDS
  14084.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14085.       Flags           = START_FRAME_LAST
  14086.     End
  14087.   End
  14088.  
  14089.   ; ------------ under-construction scaffolding -----------------
  14090.   Draw = W3DModelDraw ModuleTag_03
  14091.   AnimationsRequirePower = No
  14092.     MinLODRequired = MEDIUM
  14093.     DefaultConditionState
  14094.       Model           = None
  14095.       TransitionKey   = DOWN_DEFAULT
  14096.     End
  14097.     ConditionState    = NIGHT
  14098.       Model           = None
  14099.       TransitionKey   = DOWN_DEFAULT
  14100.     End
  14101.     ConditionState    = SNOW
  14102.       Model           = None
  14103.       TransitionKey   = DOWN_DEFAULT
  14104.     End
  14105.     ConditionState    = SNOW NIGHT
  14106.       Model           = None
  14107.       TransitionKey   = DOWN_DEFAULT
  14108.     End
  14109.     ConditionState    = PARTIALLY_CONSTRUCTED
  14110.       Model           = NBSupCent_A6
  14111.       Animation       = NBSupCent_A6.NBSupCent_A6
  14112.       AnimationMode   = MANUAL
  14113.       Flags           = START_FRAME_LAST
  14114.       TransitionKey   = UP_DAY
  14115.       ParticleSysBone = Dust01 BuildingDustChina
  14116.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  14117.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  14118.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  14119.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  14120.       ParticleSysBone = Smoke05 BuildUpSmokeChina
  14121.     End
  14122.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  14123.       Model           = NBSupCent_A6N
  14124.       Animation       = NBSupCent_A6N.NBSupCent_A6N
  14125.       AnimationMode   = MANUAL
  14126.       Flags           = START_FRAME_LAST
  14127.       TransitionKey   = UP_NIGHT
  14128.       ParticleSysBone = Dust01 BuildingDustChina
  14129.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  14130.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  14131.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  14132.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  14133.       ParticleSysBone = Smoke05 BuildUpSmokeChina
  14134.     End
  14135.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  14136.       Model           = NBSupCent_A6S
  14137.       Animation       = NBSupCent_A6S.NBSupCent_A6S
  14138.       AnimationMode   = MANUAL
  14139.       Flags           = START_FRAME_LAST
  14140.       TransitionKey   = UP_SNOW
  14141.       ParticleSysBone = Dust01 BuildingSnowDust
  14142.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  14143.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  14144.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  14145.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  14146.       ParticleSysBone = Smoke05 BuildUpSnowSmoke
  14147.     End
  14148.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  14149.       Model           = NBSupCent_A6SN
  14150.       Animation       = NBSupCent_A6SN.NBSupCent_A6SN
  14151.       AnimationMode   = MANUAL
  14152.       Flags           = START_FRAME_LAST
  14153.       TransitionKey   = UP_SNOWNIGHT
  14154.       ParticleSysBone = Dust01 BuildingNightSnowDust
  14155.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  14156.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  14157.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  14158.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  14159.       ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
  14160.     End
  14161.     TransitionState   = DOWN_DEFAULT UP_DAY
  14162.      Model            = NBSupCent_A6
  14163.       Animation       = NBSupCent_A6.NBSupCent_A6
  14164.       AnimationMode   = ONCE
  14165.       AnimationSpeedFactorRange = 1.0 1.0
  14166.       Flags           = START_FRAME_FIRST
  14167.     End
  14168.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  14169.      Model            = NBSupCent_A6N
  14170.       Animation       = NBSupCent_A6N.NBSupCent_A6N
  14171.       AnimationMode   = ONCE
  14172.       AnimationSpeedFactorRange = 1.0 1.0
  14173.       Flags           = START_FRAME_FIRST
  14174.     End
  14175.     TransitionState   = DOWN_DEFAULT UP_SNOW
  14176.      Model            = NBSupCent_A6S
  14177.       Animation       = NBSupCent_A6S.NBSupCent_A6S
  14178.       AnimationMode   = ONCE
  14179.       AnimationSpeedFactorRange = 1.0 1.0
  14180.       Flags           = START_FRAME_FIRST
  14181.     End
  14182.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  14183.      Model            = NBSupCent_A6SN
  14184.       Animation       = NBSupCent_A6SN.NBSupCent_A6SN
  14185.       AnimationMode   = ONCE
  14186.       AnimationSpeedFactorRange = 1.0 1.0
  14187.       Flags           = START_FRAME_FIRST
  14188.     End
  14189.     TransitionState   = UP_DAY DOWN_DEFAULT
  14190.       Model           = NBSupCent_A6
  14191.       Animation       = NBSupCent_A6.NBSupCent_A6
  14192.       AnimationMode   = ONCE_BACKWARDS
  14193.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14194.       Flags           = START_FRAME_LAST
  14195.     End    
  14196.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  14197.       Model           = NBSupCent_A6N
  14198.       Animation       = NBSupCent_A6N.NBSupCent_A6N
  14199.       AnimationMode   = ONCE_BACKWARDS
  14200.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14201.       Flags           = START_FRAME_LAST
  14202.     End
  14203.     TransitionState   = UP_SNOW DOWN_DEFAULT
  14204.       Model           = NBSupCent_A6S
  14205.       Animation       = NBSupCent_A6S.NBSupCent_A6S
  14206.       AnimationMode   = ONCE_BACKWARDS
  14207.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14208.       Flags           = START_FRAME_LAST
  14209.     End
  14210.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  14211.       Model           = NBSupCent_A6SN
  14212.       Animation       = NBSupCent_A6SN.NBSupCent_A6SN
  14213.       AnimationMode   = ONCE_BACKWARDS
  14214.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14215.       Flags           = START_FRAME_LAST
  14216.     End
  14217.   End
  14218.  
  14219.   ; ------------ being-constructed crane -----------------
  14220.   Draw = W3DModelDraw ModuleTag_04
  14221.   AnimationsRequirePower = No
  14222.     DefaultConditionState
  14223.       Model           = None
  14224.       TransitionKey   = DOWN_DEFAULT
  14225.     End
  14226.     ConditionState    = NIGHT
  14227.       Model           = None
  14228.       TransitionKey   = DOWN_DEFAULT
  14229.     End
  14230.     ConditionState    = SNOW
  14231.       Model           = None
  14232.       TransitionKey   = DOWN_DEFAULT
  14233.     End
  14234.     ConditionState    = SNOW NIGHT
  14235.       Model           = None
  14236.       TransitionKey   = DOWN_DEFAULT
  14237.     End
  14238.     ConditionState    = SOLD
  14239.       Model           = NONE
  14240.     End
  14241.  
  14242.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  14243.       Model           = NBSupCent_A5
  14244.       Animation       = NBSupCent_A5.NBSupCent_A5
  14245.       AnimationMode   = LOOP
  14246.       TransitionKey  = UP_DAY
  14247.     End
  14248.  
  14249.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  14250.       Model           = NBSupCent_A5N
  14251.       Animation       = NBSupCent_A5N.NBSupCent_A5N
  14252.       AnimationMode   = LOOP
  14253.       TransitionKey  = UP_NIGHT
  14254.     End
  14255.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  14256.       Model           = NBSupCent_A5S
  14257.       Animation       = NBSupCent_A5S.NBSupCent_A5S
  14258.       AnimationMode   = LOOP
  14259.       TransitionKey  = UP_SNOW
  14260.     End
  14261.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  14262.       Model           = NBSupCent_A5SN
  14263.       Animation       = NBSupCent_A5SN.NBSupCent_A5SN
  14264.       AnimationMode   = LOOP
  14265.       TransitionKey  = UP_SNOWNIGHT
  14266.     End
  14267.     TransitionState   = DOWN_DEFAULT UP_DAY
  14268.       Model            = NBSupCent_AB
  14269.       Animation       = NBSupCent_AB.NBSupCent_AB
  14270.       AnimationMode   = ONCE
  14271.       AnimationSpeedFactorRange = 1.0 1.0
  14272.       Flags           = START_FRAME_FIRST
  14273.     End
  14274.  
  14275.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  14276.       Model            = NBSupCent_ABN
  14277.       Animation       = NBSupCent_ABN.NBSupCent_ABN
  14278.       AnimationMode   = ONCE
  14279.       AnimationSpeedFactorRange = 1.0 1.0
  14280.       Flags           = START_FRAME_FIRST
  14281.     End
  14282.     TransitionState   = DOWN_DEFAULT UP_SNOW
  14283.       Model            = NBSupCent_ABS
  14284.       Animation       = NBSupCent_ABS.NBSupCent_ABS
  14285.       AnimationMode   = ONCE
  14286.       AnimationSpeedFactorRange = 1.0 1.0
  14287.       Flags           = START_FRAME_FIRST
  14288.     End
  14289.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  14290.       Model            = NBSupCent_ABSN
  14291.       Animation       = NBSupCent_ABSN.NBSupCent_ABSN
  14292.       AnimationMode   = ONCE
  14293.       AnimationSpeedFactorRange = 1.0 1.0
  14294.       Flags           = START_FRAME_FIRST
  14295.     End
  14296.     TransitionState   = UP_DAY DOWN_DEFAULT
  14297.       Model            = NBSupCent_AB
  14298.       Animation       = NBSupCent_AB.NBSupCent_AB
  14299.       AnimationMode   = ONCE_BACKWARDS
  14300.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14301.       Flags           = START_FRAME_LAST
  14302.     End
  14303.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  14304.       Model            = NBSupCent_ABN
  14305.       Animation       = NBSupCent_ABN.NBSupCent_ABN
  14306.       AnimationMode   = ONCE_BACKWARDS
  14307.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14308.       Flags           = START_FRAME_LAST
  14309.     End
  14310.     TransitionState   = UP_SNOW DOWN_DEFAULT
  14311.       Model            = NBSupCent_ABS
  14312.       Animation       = NBSupCent_ABS.NBSupCent_ABS
  14313.       AnimationMode   = ONCE_BACKWARDS
  14314.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14315.       Flags           = START_FRAME_LAST
  14316.     End
  14317.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  14318.       Model            = NBSupCent_ABSN
  14319.       Animation       = NBSupCent_ABSN.NBSupCent_ABSN
  14320.       AnimationMode   = ONCE_BACKWARDS
  14321.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14322.       Flags           = START_FRAME_LAST
  14323.     End
  14324.   End
  14325.   
  14326.   PlacementViewAngle = -45
  14327.  
  14328.   ; ***DESIGN parameters ***
  14329.   DisplayName      = OBJECT:SupplyCenter
  14330.   Side             = China
  14331.   EditorSorting    = STRUCTURE
  14332.   Prerequisites
  14333.     Object = ChinaPowerPlant 
  14334.   End
  14335.   BuildCost        = 1500
  14336.   RefundValue      = 450 ; With nothing (or zero) listed, we sell for half price. 
  14337.   BuildTime        = 10.0           ; in seconds
  14338.   EnergyProduction = -1
  14339.   CommandSet       = ChinaSupplyCenterCommandSet
  14340.   VisionRange     = 200.0           ; Shroud clearing distance
  14341.   ShroudClearingRange = 200
  14342.   ArmorSet
  14343.     Conditions      = None
  14344.     Armor           = StructureArmor
  14345.     DamageFX        = StructureDamageFXNoShake
  14346.   End
  14347.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  14348.  
  14349.   ; *** AUDIO Parameters ***
  14350.   VoiceSelect = SupplyCenterChinaSelect
  14351.   SoundDie              = BuildingDie
  14352.   SoundOnDamaged        = BuildingDamagedStateLight
  14353.   SoundOnReallyDamaged  = BuildingDestroy
  14354.  
  14355.   UnitSpecificSounds
  14356.     UnderConstruction     = UnderConstructionLoop
  14357.   End
  14358.  
  14359.   ; *** ENGINEERING Parameters ***
  14360.   RadarPriority       = STRUCTURE
  14361.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES
  14362.   Body                = StructureBody ModuleTag_05
  14363.     MaxHealth       = 2000.0
  14364.     InitialHealth   = 2000.0
  14365.   End
  14366.   Behavior = SupplyCenterCreate ModuleTag_06
  14367.     ;nothing
  14368.   End
  14369.   Behavior = DestroyDie ModuleTag_07
  14370.     ;nothing
  14371.   End
  14372.   Behavior                 = CreateObjectDie ModuleTag_08
  14373.     CreationList      = OCL_SmallStructureDebris
  14374.   End
  14375.   Behavior                 = FXListDie ModuleTag_09
  14376.     DeathFX           = FX_StructureSmallDeath
  14377.   End
  14378.   Behavior = ProductionUpdate ModuleTag_10
  14379.     ; nothing
  14380.   End
  14381.   Behavior = SupplyCenterProductionExitUpdate ModuleTag_11
  14382.     UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
  14383.     NaturalRallyPoint = X: 52.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  14384.   End
  14385.  
  14386.   Behavior            = SpawnBehavior ModuleTag_12
  14387.     SpawnNumber       = 1
  14388.     SpawnReplaceDelay = 9999
  14389.     SpawnTemplateName = ChinaVehicleSupplyTruck
  14390.     OneShot           = Yes
  14391.     CanReclaimOrphans = No
  14392.   End
  14393.  
  14394.   Behavior = SupplyCenterDockUpdate ModuleTag_13
  14395.     AllowsPassthrough = No ;You can't drive through this guy while docking.  Use this when the dock points are all outside
  14396.     NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
  14397.   End
  14398.  
  14399.   Behavior = GenerateMinefieldBehavior     ModuleTag_14
  14400.     TriggeredBy           = Upgrade_ChinaMines
  14401.     MineName              = ChinaStandardMine
  14402.     SmartBorder           = Yes
  14403.     AlwaysCircular        = Yes
  14404.   End
  14405.  
  14406.   Behavior = FlammableUpdate ModuleTag_16
  14407.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  14408.     AflameDamageAmount = 5       ; taking this much damage...
  14409.     AflameDamageDelay = 500       ; this often.
  14410.   End
  14411.  
  14412.   Behavior = TransitionDamageFX ModuleTag_17
  14413.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  14414.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  14415.     ;---------------------------------------------------------------------------------------
  14416.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  14417.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  14418.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  14419.   End
  14420.  
  14421.   Geometry            = BOX
  14422.   GeometryMajorRadius = 52.0
  14423.   GeometryMinorRadius = 47.0
  14424.   GeometryHeight      = 30.0
  14425.   GeometryIsSmall     = No
  14426.   Shadow              = SHADOW_VOLUME
  14427.   BuildCompletion     = PLACED_BY_PLAYER
  14428.  
  14429. End
  14430.  
  14431. ;------------------------------------------------------------------------------
  14432. Object AmericaBarracks
  14433.  
  14434.   ; *** ART Parameters ***
  14435.   SelectPortrait         = SABarracks_L
  14436.   ButtonImage            = SABarracks
  14437.   PlacementViewAngle     = -45
  14438.     
  14439.   ;Main barracks model
  14440.   Draw                   = W3DModelDraw ModuleTag_01
  14441.     OkToChangeModelColor = Yes
  14442.     
  14443.     ;DAY *******************************
  14444.     ConditionState       = NONE
  14445.       Model              = ABBARRACKS
  14446.       Animation          = ABBarracks.ABBarracks
  14447.       AnimationMode      = LOOP
  14448.     End
  14449.     ConditionState       = DAMAGED
  14450.       Model              = ABBarracks_D
  14451.       Animation          = ABBarracks_D.ABBarracks_D
  14452.       AnimationMode      = LOOP
  14453.     End
  14454.     ConditionState       = REALLYDAMAGED RUBBLE
  14455.       Model              = ABBarracks_E
  14456.       Animation          = ABBarracks_E.ABBarracks_E
  14457.       AnimationMode      = LOOP
  14458.     End
  14459.  
  14460.     
  14461.     ;NIGHT *****************************
  14462.     ConditionState       = NIGHT
  14463.       Model              = ABBARRACKS_N
  14464.       Animation          = ABBarracks_N.ABBarracks_N
  14465.       AnimationMode      = LOOP
  14466.     End
  14467.     ConditionState       = DAMAGED NIGHT
  14468.       Model              = ABBarracks_DN
  14469.       Animation          = ABBarracks_DN.ABBarracks_DN
  14470.       AnimationMode      = LOOP
  14471.     End
  14472.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT
  14473.       Model              = ABBarracks_EN
  14474.       Animation          = ABBarracks_EN.ABBarracks_EN
  14475.       AnimationMode      = LOOP
  14476.     End
  14477.  
  14478.  
  14479.     ;SNOW ******************************
  14480.     ConditionState       = SNOW
  14481.       Model              = ABBARRACKS_S
  14482.       Animation          = ABBarracks_S.ABBarracks_S
  14483.       AnimationMode      = LOOP
  14484.     End
  14485.     ConditionState       = DAMAGED SNOW
  14486.       Model              = ABBarracks_DS
  14487.       Animation          = ABBarracks_DS.ABBarracks_DS
  14488.       AnimationMode      = LOOP
  14489.     End
  14490.      ConditionState      = REALLYDAMAGED RUBBLE SNOW
  14491.       Model              = ABBarracks_ES
  14492.       Animation          = ABBarracks_ES.ABBarracks_ES
  14493.       AnimationMode      = LOOP
  14494.     End
  14495.  
  14496.  
  14497.     ;SNOW AND NIGHT ********************
  14498.     ConditionState       = SNOW NIGHT
  14499.       Model              = ABBARRACKS_NS
  14500.       Animation          = ABBarracks_NS.ABBarracks_NS
  14501.       AnimationMode      = LOOP
  14502.     End
  14503.     ConditionState       = DAMAGED SNOW NIGHT
  14504.       Model              = ABBarracks_DNS
  14505.       Animation          = ABBarracks_DNS.ABBarracks_DNS
  14506.       AnimationMode      = LOOP
  14507.     End
  14508.     ConditionState       = REALLYDAMAGED RUBBLE SNOW NIGHT
  14509.       Model              = ABBarracks_ENS
  14510.       Animation          = ABBarracks_ENS.ABBarracks_ENS
  14511.       AnimationMode      = LOOP
  14512.     End
  14513.  
  14514.  
  14515.         ;**************************************************************************************************************************
  14516.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  14517.     ;for this draw module
  14518.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  14519.       Model              = ABBarracks
  14520.       Animation          = ABBarracks.ABBarracks
  14521.       AnimationMode      = LOOP
  14522.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14523.     End
  14524.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  14525.       Model              = ABBarracks_D
  14526.       Animation          = ABBarracks_D.ABBarracks_D
  14527.       AnimationMode      = LOOP
  14528.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14529.     End
  14530.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  14531.       Model              = ABBarracks_E
  14532.       Animation          = ABBarracks_E.ABBarracks_E
  14533.       AnimationMode      = LOOP
  14534.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14535.     End
  14536.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  14537.       Model              = ABBarracks_N
  14538.       Animation          = ABBarracks_N.ABBarracks_N
  14539.       AnimationMode      = LOOP
  14540.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14541.     End
  14542.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  14543.       Model              = ABBarracks_DN
  14544.       Animation          = ABBarracks_DN.ABBarracks_DN
  14545.       AnimationMode      = LOOP
  14546.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14547.     End
  14548.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  14549.       Model              = ABBarracks_EN
  14550.       Animation          = ABBarracks_EN.ABBarracks_EN
  14551.       AnimationMode      = LOOP
  14552.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14553.     End
  14554.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  14555.       Model              = ABBarracks_S
  14556.       Animation          = ABBarracks_S.ABBarracks_S
  14557.       AnimationMode      = LOOP
  14558.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14559.     End
  14560.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  14561.       Model              = ABBarracks_DS
  14562.       Animation          = ABBarracks_DS.ABBarracks_DS
  14563.       AnimationMode      = LOOP
  14564.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14565.     End
  14566.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  14567.       Model              = ABBarracks_ES
  14568.       Animation          = ABBarracks_ES.ABBarracks_ES
  14569.       AnimationMode      = LOOP
  14570.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14571.     End
  14572.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  14573.       Model              = ABBarracks_NS
  14574.       Animation          = ABBarracks_NS.ABBarracks_NS
  14575.       AnimationMode      = LOOP
  14576.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14577.     End
  14578.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  14579.       Model              = ABBarracks_DNS
  14580.       Animation          = ABBarracks_DNS.ABBarracks_DNS
  14581.       AnimationMode      = LOOP
  14582.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14583.     End
  14584.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  14585.       Model              = ABBarracks_ENS
  14586.       Animation          = ABBarracks_ENS.ABBarracks_ENS
  14587.       AnimationMode      = LOOP
  14588.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  14589.     End
  14590.  
  14591.     ConditionState       = AWAITING_CONSTRUCTION 
  14592.       Model              = NONE
  14593.     End
  14594.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  14595.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  14596.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  14597.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  14598.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  14599.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  14600.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  14601.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  14602.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  14603.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  14604.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  14605.     AliasConditionState  = SOLD 
  14606.     AliasConditionState  = SOLD DAMAGED
  14607.     AliasConditionState  = SOLD REALLYDAMAGED
  14608.     AliasConditionState  = SOLD NIGHT
  14609.     AliasConditionState  = SOLD NIGHT DAMAGED
  14610.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  14611.     AliasConditionState  = SOLD SNOW
  14612.     AliasConditionState  = SOLD SNOW DAMAGED
  14613.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  14614.     AliasConditionState  = SOLD NIGHT SNOW
  14615.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  14616.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  14617.     ;**************************************************************************************************************************
  14618.     
  14619.   End
  14620.  
  14621. ;  Draw = W3DModelDraw ModuleTag_TestFlag
  14622. ;    DefaultConditionState
  14623. ;      Model           = ABBarracks_FA
  14624. ;      Animation       = ABBarracks_FA.ABBarracks_FA
  14625. ;      AnimationMode   = LOOP
  14626. ;    End
  14627. ;    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  14628. ;      Model           = None
  14629. ;    End
  14630. ;  End
  14631.  
  14632.   ; ------------ construction-zone fence -----------------
  14633.   Draw = W3DModelDraw ModuleTag_02
  14634.   AnimationsRequirePower = No
  14635.     DefaultConditionState
  14636.       Model           = None
  14637.       TransitionKey   = DOWN_DEFAULT
  14638.     End
  14639.     ConditionState    = NIGHT
  14640.       Model           = None
  14641.       TransitionKey   = DOWN_DEFAULT
  14642.     End
  14643.     ConditionState    = SNOW
  14644.       Model           = None
  14645.       TransitionKey   = DOWN_DEFAULT
  14646.     End
  14647.     ConditionState    = SNOW NIGHT
  14648.       Model           = None
  14649.       TransitionKey   = DOWN_DEFAULT
  14650.     End
  14651.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  14652.       Model           = ABBarracks_A4
  14653.       Animation       = ABBarracks_A4.ABBarracks_A4
  14654.       AnimationMode   = MANUAL
  14655.       Flags           = START_FRAME_LAST
  14656.       TransitionKey   = UP_DAY
  14657.       ParticleSysBone = SparksS01 LiveWireSparks02
  14658.     End
  14659.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  14660.       Model           = ABBarracks_A4N
  14661.       Animation       = ABBarracks_A4N.ABBarracks_A4N
  14662.       AnimationMode   = MANUAL
  14663.       Flags           = START_FRAME_LAST
  14664.       TransitionKey   = UP_NIGHT
  14665.       ParticleSysBone = SparksS01 LiveWireSparks02
  14666.     End
  14667.  
  14668.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  14669.       Model           = ABBarracks_A4S
  14670.       Animation       = ABBarracks_A4S.ABBarracks_A4S
  14671.       AnimationMode   = MANUAL
  14672.       Flags           = START_FRAME_LAST
  14673.       TransitionKey   = UP_SNOW
  14674.       ParticleSysBone = SparksS01 LiveWireSparks02
  14675.     End
  14676.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  14677.       Model           = ABBarracks_A4SN
  14678.       Animation       = ABBarracks_A4SN.ABBarracks_A4SN
  14679.       AnimationMode   = MANUAL
  14680.       Flags           = START_FRAME_LAST
  14681.       TransitionKey   = UP_SNOWNIGHT
  14682.       ParticleSysBone = SparksS01 LiveWireSparks02
  14683.     End
  14684.     TransitionState   = DOWN_DEFAULT UP_DAY
  14685.       Model           = ABBarracks_A4
  14686.       Animation       = ABBarracks_A4.ABBarracks_A4
  14687.       AnimationMode   = ONCE
  14688.       AnimationSpeedFactorRange = 1.0 1.0
  14689.       Flags           = START_FRAME_FIRST
  14690.     End
  14691.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  14692.       Model           = ABBarracks_A4N
  14693.       Animation       = ABBarracks_A4N.ABBarracks_A4N
  14694.       AnimationMode   = ONCE
  14695.       AnimationSpeedFactorRange = 1.0 1.0
  14696.       Flags           = START_FRAME_FIRST
  14697.     End
  14698.     TransitionState   = DOWN_DEFAULT UP_SNOW
  14699.       Model           = ABBarracks_A4S
  14700.       Animation       = ABBarracks_A4S.ABBarracks_A4S
  14701.       AnimationMode   = ONCE
  14702.       AnimationSpeedFactorRange = 1.0 1.0
  14703.       Flags           = START_FRAME_FIRST
  14704.     End
  14705.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  14706.       Model           = ABBarracks_A4SN
  14707.       Animation       = ABBarracks_A4SN.ABBarracks_A4SN
  14708.       AnimationMode   = ONCE
  14709.       AnimationSpeedFactorRange = 1.0 1.0
  14710.       Flags           = START_FRAME_FIRST
  14711.     End
  14712.     TransitionState   = UP_DAY DOWN_DEFAULT
  14713.       Model           = ABBarracks_A4
  14714.       Animation       = ABBarracks_A4.ABBarracks_A4
  14715.       AnimationMode   = ONCE_BACKWARDS
  14716.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14717.       Flags           = START_FRAME_LAST
  14718.     End
  14719.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  14720.       Model           = ABBarracks_A4N
  14721.       Animation       = ABBarracks_A4N.ABBarracks_A4N
  14722.       AnimationMode   = ONCE_BACKWARDS
  14723.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14724.       Flags           = START_FRAME_LAST
  14725.     End
  14726.     TransitionState   = UP_SNOW DOWN_DEFAULT
  14727.       Model           = ABBarracks_A4S
  14728.       Animation       = ABBarracks_A4S.ABBarracks_A4S
  14729.       AnimationMode   = ONCE_BACKWARDS    
  14730.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14731.       Flags           = START_FRAME_LAST
  14732.     End  
  14733.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  14734.       Model           = ABBarracks_A4SN
  14735.       Animation       = ABBarracks_A4SN.ABBarracks_A4SN
  14736.       AnimationMode   = ONCE_BACKWARDS    
  14737.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14738.       Flags           = START_FRAME_LAST
  14739.     End 
  14740.    End
  14741.  
  14742.   ; ------------ under-construction scaffolding -----------------
  14743.   Draw = W3DModelDraw ModuleTag_03
  14744.   AnimationsRequirePower = No
  14745.     MinLODRequired = MEDIUM
  14746.     DefaultConditionState
  14747.       Model           = None
  14748.       TransitionKey   = DOWN_DEFAULT
  14749.     End
  14750.     ConditionState    = NIGHT
  14751.       Model           = None
  14752.       TransitionKey   = DOWN_DEFAULT
  14753.     End
  14754.     ConditionState    = SNOW
  14755.       Model           = None
  14756.       TransitionKey   = DOWN_DEFAULT
  14757.     End
  14758.     ConditionState    = SNOW NIGHT
  14759.       Model           = None
  14760.       TransitionKey   = DOWN_DEFAULT
  14761.     End
  14762.     ConditionState    = PARTIALLY_CONSTRUCTED
  14763.       Model           = ABBarracks_A6
  14764.       Animation       = ABBarracks_A6.ABBarracks_A6
  14765.       AnimationMode   = MANUAL
  14766.       Flags           = START_FRAME_LAST
  14767.       TransitionKey   = UP_DAY
  14768.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  14769.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  14770.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  14771.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  14772.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  14773.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  14774.     End
  14775.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  14776.       Model           = ABBarracks_A6N
  14777.       Animation       = ABBarracks_A6N.ABBarracks_A6N
  14778.       AnimationMode   = MANUAL
  14779.       Flags           = START_FRAME_LAST
  14780.       TransitionKey   = UP_NIGHT
  14781.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  14782.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  14783.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  14784.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  14785.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  14786.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  14787.     End
  14788.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  14789.       Model           = ABBarracks_A6S
  14790.       Animation       = ABBarracks_A6S.ABBarracks_A6S
  14791.       AnimationMode   = MANUAL
  14792.       Flags           = START_FRAME_LAST
  14793.       TransitionKey   = UP_SNOW
  14794.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  14795.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  14796.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  14797.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  14798.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  14799.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  14800.     End
  14801.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  14802.       Model           = ABBarracks_A6SN
  14803.       Animation       = ABBarracks_A6SN.ABBarracks_A6SN
  14804.       AnimationMode   = MANUAL
  14805.       Flags           = START_FRAME_LAST
  14806.       TransitionKey   = UP_SNOWNIGHT
  14807.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  14808.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  14809.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  14810.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  14811.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  14812.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  14813.     End 
  14814.    TransitionState   = DOWN_DEFAULT UP_DAY
  14815.      Model            = ABBarracks_A6
  14816.       Animation       = ABBarracks_A6.ABBarracks_A6
  14817.       AnimationMode   = ONCE
  14818.       AnimationSpeedFactorRange = 1.0 1.0
  14819.       Flags           = START_FRAME_FIRST
  14820.     End
  14821.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  14822.      Model            = ABBarracks_A6N
  14823.       Animation       = ABBarracks_A6N.ABBarracks_A6N
  14824.       AnimationMode   = ONCE
  14825.       AnimationSpeedFactorRange = 1.0 1.0
  14826.       Flags           = START_FRAME_FIRST
  14827.     End
  14828.     TransitionState   = DOWN_DEFAULT UP_SNOW
  14829.      Model            = ABBarracks_A6S
  14830.       Animation       = ABBarracks_A6S.ABBarracks_A6S
  14831.       AnimationMode   = ONCE
  14832.       AnimationSpeedFactorRange = 1.0 1.0
  14833.       Flags           = START_FRAME_FIRST
  14834.     End
  14835.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  14836.      Model            = ABBarracks_A6SN
  14837.       Animation       = ABBarracks_A6SN.ABBarracks_A6SN
  14838.       AnimationMode   = ONCE
  14839.       AnimationSpeedFactorRange = 1.0 1.0
  14840.       Flags           = START_FRAME_FIRST
  14841.     End
  14842.     TransitionState   = UP_DAY DOWN_DEFAULT
  14843.       Model           = ABBarracks_A6
  14844.       Animation       = ABBarracks_A6.ABBarracks_A6
  14845.       AnimationMode   = ONCE_BACKWARDS
  14846.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14847.       Flags           = START_FRAME_LAST
  14848.     End
  14849.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  14850.       Model           = ABBarracks_A6N
  14851.       Animation       = ABBarracks_A6N.ABBarracks_A6N
  14852.       AnimationMode   = ONCE_BACKWARDS
  14853.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14854.       Flags           = START_FRAME_LAST
  14855.     End
  14856.     TransitionState   = UP_SNOW DOWN_DEFAULT
  14857.       Model           = ABBarracks_A6S
  14858.       Animation       = ABBarracks_A6S.ABBarracks_A6S
  14859.       AnimationMode   = ONCE_BACKWARDS
  14860.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14861.       Flags           = START_FRAME_LAST
  14862.     End
  14863.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  14864.       Model           = ABBarracks_A6SN
  14865.       Animation       = ABBarracks_A6SN.ABBarracks_A6SN
  14866.       AnimationMode   = ONCE_BACKWARDS
  14867.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14868.       Flags           = START_FRAME_LAST
  14869.     End
  14870.   End
  14871.  
  14872.   ; ------------ being-constructed crane -----------------
  14873.   Draw = W3DModelDraw ModuleTag_04
  14874.   AnimationsRequirePower = No
  14875.     DefaultConditionState
  14876.       Model           = None
  14877.       TransitionKey   = DOWN_DEFAULT
  14878.     End
  14879.     ConditionState    = NIGHT
  14880.       Model           = None
  14881.       TransitionKey   = DOWN_DEFAULT
  14882.     End
  14883.     ConditionState    = SNOW
  14884.       Model           = None
  14885.       TransitionKey   = DOWN_DEFAULT
  14886.     End
  14887.     ConditionState    = SNOW NIGHT
  14888.       Model           = None
  14889.       TransitionKey   = DOWN_DEFAULT
  14890.     End
  14891.     ConditionState    = SOLD
  14892.       Model           = NONE
  14893.     End
  14894.  
  14895.     ConditionState    = ACTIVELY_BEING_CONSTRUCTED
  14896.       Model           = ABBarracks_A5
  14897.       Animation       = ABBarracks_A5.ABBarracks_A5
  14898.       AnimationMode   = LOOP
  14899.       TransitionKey   = UP_DAY
  14900.     End
  14901.  
  14902.     ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
  14903.       Model           = ABBarracks_A5N
  14904.       Animation       = ABBarracks_A5N.ABBarracks_A5N
  14905.       AnimationMode   = LOOP
  14906.       TransitionKey   = UP_NIGHT
  14907.     End
  14908.     ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
  14909.       Model           = ABBarracks_A5S
  14910.       Animation       = ABBarracks_A5S.ABBarracks_A5S
  14911.       AnimationMode   = LOOP
  14912.       TransitionKey   = UP_SNOW
  14913.     End
  14914.     ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  14915.       Model           = ABBarracks_A5SN
  14916.       Animation       = ABBarracks_A5SN.ABBarracks_A5SN
  14917.       AnimationMode   = LOOP
  14918.       TransitionKey   = UP_SNOWNIGHT
  14919.     End 
  14920.    TransitionState    = DOWN_DEFAULT UP_DAY
  14921.       Model           = ABBarracks_AB
  14922.       Animation       = ABBarracks_AB.ABBarracks_AB
  14923.       AnimationMode   = ONCE
  14924.       AnimationSpeedFactorRange = 1.0 1.0
  14925.       Flags           = START_FRAME_FIRST
  14926.     End
  14927.  
  14928.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  14929.       Model           = ABBarracks_ABN
  14930.       Animation       = ABBarracks_ABN.ABBarracks_ABN
  14931.       AnimationMode   = ONCE
  14932.       AnimationSpeedFactorRange = 1.0 1.0
  14933.       Flags           = START_FRAME_FIRST
  14934.     End
  14935.     TransitionState   = DOWN_DEFAULT UP_SNOW
  14936.       Model           = ABBarracks_ABS
  14937.       Animation       = ABBarracks_ABS.ABBarracks_ABS
  14938.       AnimationMode   = ONCE
  14939.       AnimationSpeedFactorRange = 1.0 1.0
  14940.       Flags           = START_FRAME_FIRST
  14941.     End
  14942.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  14943.       Model           = ABBarracks_ABSN
  14944.       Animation       = ABBarracks_ABSN.ABBarracks_ABSN
  14945.       AnimationMode   = ONCE
  14946.       AnimationSpeedFactorRange = 1.0 1.0
  14947.       Flags           = START_FRAME_FIRST
  14948.     End
  14949.     TransitionState   = UP_DAY DOWN_DEFAULT
  14950.       Model           = ABBarracks_AB
  14951.       Animation       = ABBarracks_AB.ABBarracks_AB
  14952.       AnimationMode   = ONCE_BACKWARDS
  14953.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14954.       Flags           = START_FRAME_LAST
  14955.     End
  14956.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  14957.       Model           = ABBarracks_ABN
  14958.       Animation       = ABBarracks_ABN.ABBarracks_ABN
  14959.       AnimationMode   = ONCE_BACKWARDS
  14960.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14961.       Flags           = START_FRAME_LAST
  14962.     End
  14963.     TransitionState   = UP_SNOW DOWN_DEFAULT
  14964.       Model           = ABBarracks_ABS
  14965.       Animation       = ABBarracks_ABS.ABBarracks_ABS
  14966.       AnimationMode   = ONCE_BACKWARDS
  14967.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14968.       Flags           = START_FRAME_LAST
  14969.     End
  14970.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  14971.       Model           = ABBarracks_ABSN
  14972.       Animation       = ABBarracks_ABSN.ABBarracks_ABSN
  14973.       AnimationMode   = ONCE_BACKWARDS
  14974.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  14975.       Flags           = START_FRAME_LAST
  14976.     End
  14977.   End
  14978.  
  14979.   ; ***DESIGN parameters ***
  14980.   DisplayName         = OBJECT:Barracks
  14981.   Side                = America
  14982.   EditorSorting       = STRUCTURE
  14983.   BuildCost           = 600
  14984.   BuildTime           = 10.0           ; in seconds
  14985.   EnergyProduction    = 0
  14986.   CommandSet          = AmericaBarracksCommandSet
  14987.   VisionRange         = 200.0           ; Shroud clearing distance
  14988.   ShroudClearingRange = 200
  14989.   ArmorSet
  14990.     Conditions        = None
  14991.     Armor             = StructureArmor
  14992.     DamageFX          = StructureDamageFXNoShake
  14993.   End
  14994.   ExperienceValue     = 100 100 100 100  ; Experience point value at each level
  14995.  
  14996.   Prerequisites
  14997. ;    Object = AmericaPowerPlant
  14998.   End
  14999.  
  15000.   ; *** AUDIO Parameters ***
  15001.   VoiceSelect = BarracksUSASelect
  15002.   SoundDie              = BuildingDie
  15003.   SoundOnDamaged        = BuildingDamagedStateLight
  15004.   SoundOnReallyDamaged  = BuildingDestroy
  15005.  
  15006.   UnitSpecificSounds
  15007.     UnderConstruction     = UnderConstructionLoop
  15008.   End
  15009.  
  15010.   ; *** ENGINEERING Parameters ***
  15011.   RadarPriority        = STRUCTURE
  15012.   KindOf               = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
  15013.   Body                 = StructureBody ModuleTag_05
  15014.     MaxHealth          = 1000.0
  15015.     InitialHealth      = 1000.0
  15016.   End
  15017.   Behavior = HealContain ModuleTag_06
  15018.     ContainMax          = 10 ;way bigger than the # of objects we can have  
  15019.     TimeForFullHeal     = 2000   ;(in milliseconds)
  15020.     AllowInsideKindOf   = INFANTRY
  15021.     AllowAlliesInside   = Yes
  15022.     AllowNeutralInside  = No
  15023.     AllowEnemiesInside  = No
  15024.   End
  15025.   Behavior = DestroyDie ModuleTag_07
  15026.     ;nothing
  15027.   End
  15028.   Behavior                  = CreateObjectDie ModuleTag_08
  15029.     CreationList       = OCL_LargeStructureDebris
  15030.   End
  15031.   Behavior                  = CreateObjectDie ModuleTag_09
  15032.     CreationList       = OCL_AmericanRangerDebris02
  15033.     ExemptStatus       = UNDER_CONSTRUCTION
  15034.   End
  15035.   Behavior                  = FXListDie ModuleTag_10
  15036.     DeathFX            = FX_StructureMediumDeath
  15037.   End
  15038.   Behavior = ProductionUpdate ModuleTag_11
  15039.     ; nothing
  15040.   End
  15041.   Behavior = DefaultProductionExitUpdate ModuleTag_12
  15042.     UnitCreatePoint    = X:  0.0  Y:  0.0   Z:0.0
  15043.     NaturalRallyPoint  = X: 55.0  Y:  0.0   Z:0.0
  15044.   End
  15045.   Behavior = BaseRegenerateUpdate ModuleTag_13
  15046.     ;No data
  15047.   End 
  15048.  
  15049.   Behavior = FlammableUpdate ModuleTag_15
  15050.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  15051.     AflameDamageAmount = 5       ; taking this much damage...
  15052.     AflameDamageDelay = 500       ; this often.
  15053.   End
  15054.  
  15055.   Behavior = TransitionDamageFX ModuleTag_16
  15056.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  15057.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  15058.     ;---------------------------------------------------------------------------------------
  15059.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  15060.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  15061.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  15062.   End
  15063.  
  15064.   Geometry             = BOX
  15065.   GeometryMajorRadius  = 55.0
  15066.   GeometryMinorRadius  = 45.0
  15067.   GeometryHeight       = 20.0
  15068.   GeometryIsSmall      = No
  15069.   FactoryExitWidth    = 25     ; How much space to leave for units exiting.
  15070.   Shadow               = SHADOW_VOLUME
  15071.   BuildCompletion      = PLACED_BY_PLAYER
  15072.  
  15073. End
  15074.  
  15075. ;------------------------------------------------------------------------------
  15076. ObjectReskin GLAHoleBarracks GLAHole
  15077.   Draw                     = W3DModelDraw ModuleTag_01
  15078.     OkToChangeModelColor   = Yes
  15079.     ConditionState         = NONE
  15080.       Model                = UBHole
  15081.     End
  15082.     ConditionState         = DAMAGED
  15083.       Model                = UBHole_D
  15084.       ParticleSysBone      = Smoke01 SteamVent
  15085.     End
  15086.     ConditionState         = REALLYDAMAGED
  15087.       Model                = UBHole_E
  15088.       ParticleSysBone      = Smoke01 SteamVent
  15089.       ParticleSysBone      = Smoke02 SteamVent
  15090.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  15091.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  15092.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  15093.     End
  15094.   End
  15095.   Draw                     = W3DModelDraw ModuleTag_02
  15096.     OkToChangeModelColor   = Yes
  15097.     ConditionState         = NONE
  15098.       Model                = UBBarracks_R
  15099.       ParticleSysBone      = FLame01 FireSmallContinuous
  15100.       ParticleSysBone      = Flame02 FireSmallContinuous
  15101.       ParticleSysBone      = Smoke01 SmolderingSmoke
  15102.       ParticleSysBone      = Smoke02 SmolderingSmoke
  15103.       ParticleSysBone      = Smoke04 SmolderingSmoke
  15104.       ParticleSysBone      = Smoke05 SmolderingSmoke
  15105.     End
  15106.     ConditionState         = DAMAGED REALLYDAMAGED
  15107.       Model                = UBBarracks_R
  15108.       ParticleSysBone      = FLame01 FireSmallContinuous
  15109.       ParticleSysBone      = Flame02 FireSmallContinuous
  15110.       ParticleSysBone      = Smoke01 SmolderingSmoke
  15111.       ParticleSysBone      = Smoke02 SmolderingSmoke
  15112.       ParticleSysBone      = Smoke04 SmolderingSmoke
  15113.       ParticleSysBone      = Smoke05 SmolderingSmoke
  15114.     End
  15115.   End
  15116. End
  15117.  
  15118. ;------------------------------------------------------------------------------
  15119. Object ChinaBarracks
  15120.  
  15121.   ; *** ART Parameters ***
  15122.   SelectPortrait         = SNBarracks_L
  15123.   ButtonImage            = SNBarracks
  15124.   Draw = W3DModelDraw ModuleTag_01
  15125.     OkToChangeModelColor = Yes
  15126.  
  15127.  
  15128. ; day
  15129.     ConditionState = NONE
  15130.       Model = NBBarracks
  15131.       ParticleSysBone= Fire01 SmolderingFire
  15132.       Animation     = NBBarracks.NBBarracks
  15133.       AnimationMode = LOOP
  15134.     End
  15135.   
  15136.     ConditionState = DAMAGED
  15137.       Model = NBBarracks_D
  15138.       ParticleSysBone= Fire01 SmolderingFire
  15139.       Animation     = NBBarracks_D.NBBarracks_D
  15140.       AnimationMode = LOOP
  15141.     End
  15142.     
  15143.     ConditionState = REALLYDAMAGED RUBBLE
  15144.       Model = NBBarracks_E
  15145.       ParticleSysBone= Fire01 SmolderingFire
  15146.       Animation     = NBBarracks_E.NBBarracks_E
  15147.       AnimationMode = LOOP
  15148.     End
  15149.     
  15150. ; day SNOW
  15151.  
  15152.     ConditionState = SNOW
  15153.       Model = NBBarracks_S
  15154.       ParticleSysBone= Fire01 SmolderingFire
  15155.       Animation     = NBBarracks_S.NBBarracks_S
  15156.       AnimationMode = LOOP
  15157.     End
  15158.   
  15159.     ConditionState = DAMAGED SNOW
  15160.       Model = NBBarracks_DS
  15161.       ParticleSysBone= Fire01 SmolderingFire
  15162.       Animation     = NBBarracks_DS.NBBarracks_DS
  15163.       AnimationMode = LOOP
  15164.     End
  15165.     
  15166.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  15167.       Model = NBBarracks_ES
  15168.       ParticleSysBone= Fire01 SmolderingFire
  15169.       Animation     = NBBarracks_ES.NBBarracks_ES
  15170.       AnimationMode = LOOP
  15171.     End
  15172.  
  15173.   
  15174. ; night
  15175.     ConditionState = NIGHT
  15176.       Model         = NBBarracks_N
  15177.       ParticleSysBone= Fire01 SmolderingFire
  15178.       Animation     = NBBarracks_N.NBBarracks_N
  15179.       AnimationMode = LOOP
  15180.     End  
  15181.     
  15182.     ConditionState = DAMAGED NIGHT
  15183.       Model = NBBarracks_DN
  15184.       ParticleSysBone= Fire01 SmolderingFire
  15185.       Animation     = NBBarracks_DN.NBBarracks_DN
  15186.       AnimationMode = LOOP
  15187.     End
  15188.     
  15189.     ConditionState = REALLYDAMAGED RUBBLE NIGHT
  15190.       Model = NBBarracks_EN
  15191.       ParticleSysBone= Fire01 SmolderingFire
  15192.       Animation     = NBBarracks_EN.NBBarracks_EN
  15193.       AnimationMode = LOOP
  15194.     End
  15195.     
  15196. ; night snow   
  15197.     ConditionState = NIGHT SNOW
  15198.       Model         = NBBarracks_NS
  15199.       ParticleSysBone= Fire01 SmolderingFire
  15200.       Animation     = NBBarracks_NS.NBBarracks_NS
  15201.       AnimationMode = LOOP
  15202.     End  
  15203.     
  15204.     ConditionState = DAMAGED NIGHT SNOW
  15205.       Model = NBBarracks_DNS
  15206.       ParticleSysBone= Fire01 SmolderingFire
  15207.       Animation     = NBBarracks_DNS.NBBarracks_DNS
  15208.       AnimationMode = LOOP
  15209.     End
  15210.     
  15211.     ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
  15212.       Model = NBBarracks_ENS
  15213.       ParticleSysBone= Fire01 SmolderingFire
  15214.       Animation     = NBBarracks_ENS.NBBarracks_ENS
  15215.       AnimationMode = LOOP
  15216.     End
  15217.     
  15218.     
  15219.     ;**************************************************************************************************************************
  15220.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  15221.     ;for this draw module
  15222.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  15223.       Model              = NBBarracks
  15224.       Animation          = NBBarracks.NBBarracks
  15225.       AnimationMode      = LOOP
  15226.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15227.     End
  15228.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  15229.       Model              = NBBarracks_D
  15230.       Animation          = NBBarracks_D.NBBarracks_D
  15231.       AnimationMode      = LOOP
  15232.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15233.     End
  15234.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  15235.       Model              = NBBarracks_E
  15236.       Animation          = NBBarracks_E.NBBarracks_E
  15237.       AnimationMode      = LOOP
  15238.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15239.     End
  15240.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  15241.       Model              = NBBarracks_N
  15242.       Animation          = NBBarracks_N.NBBarracks_N
  15243.       AnimationMode      = LOOP
  15244.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15245.     End
  15246.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  15247.       Model              = NBBarracks_DN
  15248.       Animation          = NBBarracks_DN.NBBarracks_DN
  15249.       AnimationMode      = LOOP
  15250.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15251.     End
  15252.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  15253.       Model              = NBBarracks_EN
  15254.       Animation          = NBBarracks_EN.NBBarracks_EN
  15255.       AnimationMode      = LOOP
  15256.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15257.     End
  15258.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  15259.       Model              = NBBarracks_S
  15260.       Animation          = NBBarracks_S.NBBarracks_S
  15261.       AnimationMode      = LOOP
  15262.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15263.     End
  15264.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  15265.       Model              = NBBarracks_DS
  15266.       Animation          = NBBarracks_DS.NBBarracks_DS
  15267.       AnimationMode      = LOOP
  15268.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15269.     End
  15270.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  15271.       Model              = NBBarracks_ES
  15272.       Animation          = NBBarracks_ES.NBBarracks_ES
  15273.       AnimationMode      = LOOP
  15274.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15275.     End
  15276.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  15277.       Model              = NBBarracks_NS
  15278.       Animation          = NBBarracks_NS.NBBarracks_NS
  15279.       AnimationMode      = LOOP
  15280.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15281.     End
  15282.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  15283.       Model              = NBBarracks_DNS
  15284.       Animation          = NBBarracks_DNS.NBBarracks_DNS
  15285.       AnimationMode      = LOOP
  15286.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15287.     End
  15288.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  15289.       Model              = NBBarracks_ENS
  15290.       Animation          = NBBarracks_ENS.NBBarracks_ENS
  15291.       AnimationMode      = LOOP
  15292.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15293.     End
  15294.  
  15295.     ConditionState       = AWAITING_CONSTRUCTION 
  15296.       Model              = NONE
  15297.     End
  15298.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  15299.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  15300.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  15301.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  15302.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  15303.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  15304.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  15305.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  15306.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  15307.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  15308.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  15309.     AliasConditionState  = SOLD 
  15310.     AliasConditionState  = SOLD DAMAGED
  15311.     AliasConditionState  = SOLD REALLYDAMAGED
  15312.     AliasConditionState  = SOLD NIGHT
  15313.     AliasConditionState  = SOLD NIGHT DAMAGED
  15314.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  15315.     AliasConditionState  = SOLD SNOW
  15316.     AliasConditionState  = SOLD SNOW DAMAGED
  15317.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  15318.     AliasConditionState  = SOLD NIGHT SNOW
  15319.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  15320.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  15321.     ;**************************************************************************************************************************  
  15322.   End  
  15323.     
  15324.   ; ------------ construction-zone fence -----------------
  15325.   Draw = W3DModelDraw ModuleTag_02
  15326.   AnimationsRequirePower = No
  15327.     DefaultConditionState
  15328.       Model           = None
  15329.       TransitionKey   = DOWN_DEFAULT
  15330.     End
  15331.     ConditionState    = NIGHT
  15332.       Model           = None
  15333.       TransitionKey   = DOWN_DEFAULT
  15334.     End
  15335.     ConditionState    = SNOW
  15336.       Model           = None
  15337.       TransitionKey   = DOWN_DEFAULT
  15338.     End
  15339.     ConditionState    = SNOW NIGHT
  15340.       Model           = None
  15341.       TransitionKey   = DOWN_DEFAULT
  15342.     End
  15343.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  15344.       Model           = NBBarracks_A4
  15345.       Animation       = NBBarracks_A4.NBBarracks_A4
  15346.       AnimationMode   = MANUAL
  15347.       Flags           = START_FRAME_LAST
  15348.       TransitionKey   = UP_DAY
  15349.     End
  15350.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  15351.       Model           = NBBarracks_A4N
  15352.       Animation       = NBBarracks_A4N.NBBarracks_A4N
  15353.       AnimationMode   = MANUAL
  15354.       Flags           = START_FRAME_LAST
  15355.       TransitionKey   = UP_NIGHT
  15356.     End
  15357.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  15358.       Model           = NBBarracks_A4S
  15359.       Animation       = NBBarracks_A4S.NBBarracks_A4S
  15360.       AnimationMode   = MANUAL
  15361.       Flags           = START_FRAME_LAST
  15362.       TransitionKey   = UP_SNOW
  15363.     End
  15364.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  15365.       Model           = NBBarracks_A4SN
  15366.       Animation       = NBBarracks_A4SN.NBBarracks_A4SN
  15367.       AnimationMode   = MANUAL
  15368.       Flags           = START_FRAME_LAST
  15369.       TransitionKey   = UP_SNOWNIGHT
  15370.     End
  15371.     TransitionState   = DOWN_DEFAULT UP_DAY
  15372.       Model           = NBBarracks_A4
  15373.       Animation       = NBBarracks_A4.NBBarracks_A4
  15374.       AnimationMode   = ONCE
  15375.       AnimationSpeedFactorRange = 1.0 1.0
  15376.       Flags           = START_FRAME_FIRST
  15377.     End
  15378.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  15379.       Model           = NBBarracks_A4N
  15380.       Animation       = NBBarracks_A4N.NBBarracks_A4N
  15381.       AnimationMode   = ONCE
  15382.       AnimationSpeedFactorRange = 1.0 1.0
  15383.       Flags           = START_FRAME_FIRST
  15384.     End
  15385.     TransitionState   = DOWN_DEFAULT UP_SNOW
  15386.       Model           = NBBarracks_A4S
  15387.       Animation       = NBBarracks_A4S.NBBarracks_A4S
  15388.       AnimationMode   = ONCE
  15389.       AnimationSpeedFactorRange = 1.0 1.0
  15390.       Flags           = START_FRAME_FIRST
  15391.     End
  15392.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  15393.       Model           = NBBarracks_A4SN
  15394.       Animation       = NBBarracks_A4SN.NBBarracks_A4SN
  15395.       AnimationMode   = ONCE
  15396.       AnimationSpeedFactorRange = 1.0 1.0
  15397.       Flags           = START_FRAME_FIRST
  15398.     End
  15399.     TransitionState   = UP_DAY DOWN_DEFAULT
  15400.       Model           = NBBarracks_A4
  15401.       Animation       = NBBarracks_A4.NBBarracks_A4
  15402.       AnimationMode   = ONCE_BACKWARDS
  15403.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15404.      Flags           = START_FRAME_LAST
  15405.     End
  15406.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  15407.       Model           = NBBarracks_A4N
  15408.       Animation       = NBBarracks_A4N.NBBarracks_A4N
  15409.       AnimationMode   = ONCE_BACKWARDS
  15410.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15411.      Flags           = START_FRAME_LAST
  15412.     End
  15413.     TransitionState   = UP_SNOW DOWN_DEFAULT
  15414.       Model           = NBBarracks_A4S
  15415.       Animation       = NBBarracks_A4S.NBBarracks_A4S
  15416.       AnimationMode   = ONCE_BACKWARDS
  15417.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15418.      Flags           = START_FRAME_LAST
  15419.     End
  15420.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  15421.       Model           = NBBarracks_A4SN
  15422.       Animation       = NBBarracks_A4SN.NBBarracks_A4SN
  15423.       AnimationMode   = ONCE_BACKWARDS
  15424.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15425.      Flags           = START_FRAME_LAST
  15426.     End
  15427.   End
  15428.  
  15429.   ; ------------ under-construction scaffolding -----------------
  15430.   Draw = W3DModelDraw ModuleTag_03
  15431.   AnimationsRequirePower = No
  15432.     MinLODRequired = MEDIUM
  15433.     DefaultConditionState
  15434.       Model           = None
  15435.       TransitionKey   = DOWN_DEFAULT
  15436.     End
  15437.     ConditionState    = NIGHT
  15438.       Model           = None
  15439.       TransitionKey   = DOWN_DEFAULT
  15440.     End
  15441.     ConditionState    = SNOW
  15442.       Model           = None
  15443.       TransitionKey   = DOWN_DEFAULT
  15444.     End
  15445.     ConditionState    = SNOW NIGHT
  15446.       Model           = None
  15447.       TransitionKey   = DOWN_DEFAULT
  15448.     End
  15449.     ConditionState    = PARTIALLY_CONSTRUCTED
  15450.       Model           = NBBarracks_A6
  15451.       Animation       = NBBarracks_A6.NBBarracks_A6
  15452.       AnimationMode   = MANUAL
  15453.       Flags           = START_FRAME_LAST
  15454.       TransitionKey   = UP_DAY
  15455.       ParticleSysBone = Dust01 BuildingDustChina
  15456.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  15457.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  15458.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  15459.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  15460.       ParticleSysBone = Smoke05 BuildUpSmokeChina
  15461.     End
  15462.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  15463.       Model           = NBBarracks_A6N
  15464.       Animation       = NBBarracks_A6N.NBBarracks_A6N
  15465.       AnimationMode   = MANUAL
  15466.       Flags           = START_FRAME_LAST
  15467.       TransitionKey   = UP_NIGHT
  15468.       ParticleSysBone = Dust01 BuildingDustChina
  15469.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  15470.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  15471.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  15472.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  15473.       ParticleSysBone = Smoke05 BuildUpSmokeChina
  15474.     End
  15475.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  15476.       Model           = NBBarracks_A6S
  15477.       Animation       = NBBarracks_A6S.NBBarracks_A6S
  15478.       AnimationMode   = MANUAL
  15479.       Flags           = START_FRAME_LAST
  15480.       TransitionKey   = UP_SNOW
  15481.       ParticleSysBone = Dust01 BuildingSnowDust
  15482.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  15483.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  15484.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  15485.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  15486.       ParticleSysBone = Smoke05 BuildUpSnowSmoke
  15487.     End
  15488.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  15489.       Model           = NBBarracks_A6SN
  15490.       Animation       = NBBarracks_A6SN.NBBarracks_A6SN
  15491.       AnimationMode   = MANUAL
  15492.       Flags           = START_FRAME_LAST
  15493.       TransitionKey   = UP_SNOWNIGHT
  15494.       ParticleSysBone = Dust01 BuildingNightSnowDust
  15495.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  15496.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  15497.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  15498.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  15499.       ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
  15500.     End
  15501.     TransitionState   = DOWN_DEFAULT UP_DAY
  15502.      Model            = NBBarracks_A6
  15503.       Animation       = NBBarracks_A6.NBBarracks_A6
  15504.       AnimationMode   = ONCE
  15505.       AnimationSpeedFactorRange = 1.0 1.0
  15506.       Flags           = START_FRAME_FIRST
  15507.     End
  15508.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  15509.      Model            = NBBarracks_A6N
  15510.       Animation       = NBBarracks_A6N.NBBarracks_A6N
  15511.       AnimationMode   = ONCE
  15512.       AnimationSpeedFactorRange = 1.0 1.0
  15513.       Flags           = START_FRAME_FIRST
  15514.     End
  15515.     TransitionState   = DOWN_DEFAULT UP_SNOW
  15516.      Model            = NBBarracks_A6S
  15517.       Animation       = NBBarracks_A6S.NBBarracks_A6S
  15518.       AnimationMode   = ONCE
  15519.       AnimationSpeedFactorRange = 1.0 1.0
  15520.       Flags           = START_FRAME_FIRST
  15521.     End
  15522.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  15523.      Model            = NBBarracks_A6SN
  15524.       Animation       = NBBarracks_A6SN.NBBarracks_A6SN
  15525.       AnimationMode   = ONCE
  15526.       AnimationSpeedFactorRange = 1.0 1.0
  15527.       Flags           = START_FRAME_FIRST
  15528.     End
  15529.     TransitionState   = UP_DAY DOWN_DEFAULT
  15530.       Model           = NBBarracks_A6
  15531.       Animation       = NBBarracks_A6.NBBarracks_A6
  15532.       AnimationMode   = ONCE_BACKWARDS
  15533.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15534.       Flags           = START_FRAME_LAST
  15535.     End
  15536.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  15537.       Model           = NBBarracks_A6N
  15538.       Animation       = NBBarracks_A6N.NBBarracks_A6N
  15539.       AnimationMode   = ONCE_BACKWARDS
  15540.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15541.       Flags           = START_FRAME_LAST
  15542.     End
  15543.     TransitionState   = UP_SNOW DOWN_DEFAULT
  15544.       Model           = NBBarracks_A6S
  15545.       Animation       = NBBarracks_A6S.NBBarracks_A6S
  15546.       AnimationMode   = ONCE_BACKWARDS
  15547.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15548.       Flags           = START_FRAME_LAST
  15549.     End
  15550.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  15551.       Model           = NBBarracks_A6SN
  15552.       Animation       = NBBarracks_A6SN.NBBarracks_A6SN
  15553.       AnimationMode   = ONCE_BACKWARDS
  15554.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15555.       Flags           = START_FRAME_LAST
  15556.     End
  15557.   End
  15558.  
  15559.   ; ------------ being-constructed crane -----------------
  15560.   Draw = W3DModelDraw ModuleTag_04
  15561.   AnimationsRequirePower = No
  15562.     DefaultConditionState
  15563.       Model           = None
  15564.       TransitionKey   = DOWN_DEFAULT
  15565.     End
  15566.     ConditionState    = NIGHT
  15567.       Model           = None
  15568.       TransitionKey   = DOWN_DEFAULT
  15569.     End
  15570.     ConditionState    = SNOW
  15571.       Model           = None
  15572.       TransitionKey   = DOWN_DEFAULT
  15573.     End
  15574.     ConditionState    = SNOW NIGHT
  15575.       Model           = None
  15576.       TransitionKey   = DOWN_DEFAULT
  15577.     End
  15578.     ConditionState    = SOLD
  15579.       Model           = NONE
  15580.     End
  15581.  
  15582.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  15583.       Model           = NBBarracks_A5
  15584.       Animation       = NBBarracks_A5.NBBarracks_A5
  15585.       AnimationMode   = LOOP
  15586.       TransitionKey  = UP_DAY
  15587.     End
  15588.  
  15589.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  15590.       Model           = NBBarracks_A5N
  15591.       Animation       = NBBarracks_A5N.NBBarracks_A5N
  15592.       AnimationMode   = LOOP
  15593.       TransitionKey  = UP_NIGHT
  15594.     End
  15595.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  15596.       Model           = NBBarracks_A5S
  15597.       Animation       = NBBarracks_A5S.NBBarracks_A5S
  15598.       AnimationMode   = LOOP
  15599.       TransitionKey  = UP_SNOW
  15600.     End
  15601.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  15602.       Model           = NBBarracks_A5SN
  15603.       Animation       = NBBarracks_A5SN.NBBarracks_A5SN
  15604.       AnimationMode   = LOOP
  15605.       TransitionKey  = UP_SNOWNIGHT
  15606.     End
  15607.     TransitionState   = DOWN_DEFAULT UP_DAY
  15608.       Model            = NBBarracks_AB
  15609.       Animation       = NBBarracks_AB.NBBarracks_AB
  15610.       AnimationMode   = ONCE
  15611.       AnimationSpeedFactorRange = 1.0 1.0
  15612.       Flags           = START_FRAME_FIRST
  15613.     End
  15614.  
  15615.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  15616.       Model            = NBBarracks_ABN
  15617.       Animation       = NBBarracks_ABN.NBBarracks_ABN
  15618.       AnimationMode   = ONCE
  15619.       AnimationSpeedFactorRange = 1.0 1.0
  15620.       Flags           = START_FRAME_FIRST
  15621.     End
  15622.     TransitionState   = DOWN_DEFAULT UP_SNOW
  15623.       Model            = NBBarracks_ABS
  15624.       Animation       = NBBarracks_ABS.NBBarracks_ABS
  15625.       AnimationMode   = ONCE
  15626.       AnimationSpeedFactorRange = 1.0 1.0
  15627.       Flags           = START_FRAME_FIRST
  15628.     End
  15629.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  15630.       Model            = NBBarracks_ABSN
  15631.       Animation       = NBBarracks_ABSN.NBBarracks_ABSN
  15632.       AnimationMode   = ONCE
  15633.       AnimationSpeedFactorRange = 1.0 1.0
  15634.       Flags           = START_FRAME_FIRST
  15635.     End
  15636.     TransitionState   = UP_DAY DOWN_DEFAULT
  15637.       Model            = NBBarracks_AB
  15638.       Animation       = NBBarracks_AB.NBBarracks_AB
  15639.       AnimationMode   = ONCE_BACKWARDS
  15640.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15641.       Flags           = START_FRAME_LAST
  15642.     End
  15643.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  15644.       Model            = NBBarracks_ABN
  15645.       Animation       = NBBarracks_ABN.NBBarracks_ABN
  15646.       AnimationMode   = ONCE_BACKWARDS
  15647.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15648.       Flags           = START_FRAME_LAST
  15649.     End
  15650.     TransitionState   = UP_SNOW DOWN_DEFAULT
  15651.       Model            = NBBarracks_ABS
  15652.       Animation       = NBBarracks_ABS.NBBarracks_ABS
  15653.       AnimationMode   = ONCE_BACKWARDS
  15654.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15655.       Flags           = START_FRAME_LAST
  15656.     End
  15657.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  15658.       Model            = NBBarracks_ABSN
  15659.       Animation       = NBBarracks_ABSN.NBBarracks_ABSN
  15660.       AnimationMode   = ONCE_BACKWARDS
  15661.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  15662.       Flags           = START_FRAME_LAST
  15663.     End
  15664.   End
  15665.   
  15666.   PlacementViewAngle = -135
  15667.  
  15668.   ; ***DESIGN parameters ***
  15669.   DisplayName      = OBJECT:Barracks
  15670.   Side             = China
  15671.   EditorSorting    = STRUCTURE
  15672.   BuildCost        = 500
  15673.   BuildTime        = 10.0           ; in seconds
  15674.   EnergyProduction = 0
  15675.   CommandSet       = ChinaBarracksCommandSet
  15676.   VisionRange      = 150.0           ; Shroud clearing distance
  15677.   ShroudClearingRange = 150
  15678.   ArmorSet
  15679.     Conditions      = None
  15680.     Armor           = StructureArmor
  15681.     DamageFX        = StructureDamageFXNoShake
  15682.   End
  15683.   ExperienceValue     = 100 100 100 100  ; Experience point value at each level
  15684.  
  15685.   ; *** AUDIO Parameters ***
  15686.   VoiceSelect = BarracksChinaSelect
  15687.   SoundDie              = BuildingDie
  15688.   SoundOnDamaged        = BuildingDamagedStateLight
  15689.   SoundOnReallyDamaged  = BuildingDestroy
  15690.  
  15691.   UnitSpecificSounds
  15692.     UnderConstruction     = UnderConstructionLoop
  15693.   End
  15694.  
  15695.   ; *** ENGINEERING Parameters ***
  15696.   RadarPriority   = STRUCTURE
  15697.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
  15698.   Body            = StructureBody ModuleTag_05
  15699.     MaxHealth     = 1000.0
  15700.     InitialHealth = 1000.0
  15701.   End
  15702.   Behavior = HealContain ModuleTag_06
  15703.     ContainMax          = 10 ;way bigger than the # of objects we can have  
  15704.     TimeForFullHeal     = 2000   ;(in milliseconds)
  15705.     AllowInsideKindOf   = INFANTRY
  15706.     AllowAlliesInside   = Yes
  15707.     AllowNeutralInside  = No
  15708.     AllowEnemiesInside  = No
  15709.   End
  15710.  
  15711.   Behavior = DestroyDie ModuleTag_07
  15712.     ;nothing
  15713.   End
  15714.   Behavior             = CreateObjectDie ModuleTag_08
  15715.     CreationList  = OCL_LargeStructureDebris
  15716.   End
  15717.   Behavior             = FXListDie ModuleTag_09
  15718.     DeathFX       = FX_StructureSmallDeath
  15719.   End 
  15720.  
  15721.   Behavior = ProductionUpdate ModuleTag_10
  15722.     QuantityModifier = ChinaInfantryRedguard   2
  15723.   End
  15724.   Behavior = QueueProductionExitUpdate ModuleTag_11
  15725.     UnitCreatePoint   = X:  0.0  Y:  -25.0   Z:0.0
  15726.     NaturalRallyPoint = X: 36.0  Y:  -25.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  15727.     ExitDelay = 300 ; Mainly for the multiple produced Red Guard.  Make them come out one at a time.
  15728.   End
  15729.  
  15730.   Behavior = GenerateMinefieldBehavior     ModuleTag_12
  15731.     TriggeredBy           = Upgrade_ChinaMines
  15732.     MineName              = ChinaStandardMine
  15733.     SmartBorder           = Yes
  15734.     AlwaysCircular        = Yes
  15735.   End
  15736.  
  15737.   Behavior = FlammableUpdate ModuleTag_14
  15738.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  15739.     AflameDamageAmount = 5       ; taking this much damage...
  15740.     AflameDamageDelay = 500       ; this often.
  15741.   End
  15742.  
  15743.   Behavior = TransitionDamageFX ModuleTag_15
  15744.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  15745.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  15746.     ;---------------------------------------------------------------------------------------
  15747.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  15748.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  15749.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  15750.   End
  15751.  
  15752.   Geometry            = BOX
  15753.   GeometryMajorRadius = 36.0
  15754.   GeometryMinorRadius = 44.0
  15755.   GeometryHeight      = 30.0
  15756.   GeometryIsSmall     = No
  15757.   FactoryExitWidth    = 25 
  15758.   Shadow          = SHADOW_VOLUME
  15759.   BuildCompletion = PLACED_BY_PLAYER
  15760.  
  15761. End
  15762.  
  15763. ;------------------------------------------------------------------------------
  15764. Object AmericaWarFactory
  15765.  
  15766.   ; *** ART Parameters ***
  15767.   SelectPortrait = SACWeaponsfact_L
  15768.   ButtonImage            = SACWeaponsfact
  15769.   
  15770.   ; ------------ the main factory itself -----------------
  15771.   Draw = W3DModelDraw ModuleTag_01
  15772.     OkToChangeModelColor = Yes  
  15773.     ; day **************************************************
  15774.     DefaultConditionState
  15775.       Model           = ABWarFact
  15776.       Animation       = ABWarFact.ABWarFact
  15777.       AnimationMode   = LOOP
  15778.       ParticleSysBone = Smoke01 SteamVent
  15779.       ParticleSysBone = Smoke02 SteamVent     
  15780.     End    
  15781.     ConditionState = DAMAGED
  15782.       Model           = ABWarFact_D
  15783.       Animation       = ABWarFact_D.ABWarFact_D
  15784.       AnimationMode   = LOOP
  15785.     End
  15786.     ConditionState = REALLYDAMAGED RUBBLE
  15787.       Model           = ABWarFact_E
  15788.       Animation       = ABWarFact_E.ABWarFact_E
  15789.       AnimationMode   = LOOP 
  15790.     End
  15791.  
  15792.  
  15793.     ; night *************************************************
  15794.     ConditionState = NIGHT
  15795.       Model           = ABWarFact_N
  15796.       Animation       = ABWarFact_N.ABWarFact_N
  15797.       AnimationMode   = LOOP
  15798.     End
  15799.     ConditionState = DAMAGED NIGHT
  15800.       Model           = ABWarFact_DN
  15801.       Animation       = ABWarFact_DN.ABWarFact_DN
  15802.       AnimationMode   = LOOP  
  15803.     End
  15804.     ConditionState = REALLYDAMAGED RUBBLE NIGHT
  15805.       Model           = ABWarFact_EN
  15806.       Animation       = ABWarFact_EN.ABWarFact_EN
  15807.       AnimationMode   = LOOP 
  15808.     End
  15809.     
  15810.     ; snow *************************************************
  15811.     ConditionState = SNOW
  15812.       Model           = ABWarFact_S
  15813.       Animation       = ABWarFact_S.ABWarFact_S
  15814.       AnimationMode   = LOOP
  15815.     End
  15816.     ConditionState = DAMAGED SNOW
  15817.       Model           = ABWarFact_DS
  15818.       Animation       = ABWarFact_DS.ABWarFact_DS
  15819.       AnimationMode   = LOOP
  15820.     End
  15821.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  15822.       Model           = ABWarFact_ES
  15823.       Animation       = ABWarFact_ES.ABWarFact_ES
  15824.       AnimationMode   = LOOP 
  15825.     End
  15826.  
  15827.  
  15828.     ; night snow *************************************************
  15829.     ConditionState = NIGHT SNOW
  15830.       Model           = ABWarFact_NS
  15831.       Animation       = ABWarFact_NS.ABWarFact_NS
  15832.       AnimationMode   = LOOP
  15833.     End
  15834.     ConditionState = DAMAGED NIGHT SNOW
  15835.       Model           = ABWarFact_DNS
  15836.       Animation       = ABWarFact_DNS.ABWarFact_DNS
  15837.       AnimationMode   = LOOP  
  15838.     End
  15839.     ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
  15840.       Model           = ABWarFact_ENS
  15841.       Animation       = ABWarFact_ENS.ABWarFact_ENS
  15842.       AnimationMode   = LOOP 
  15843.     End
  15844.  
  15845.     ;**************************************************************************************************************************
  15846.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  15847.     ;for this draw module
  15848.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  15849.       Model              = ABWarFact
  15850.       Animation          = ABWarFact.ABWarFact
  15851.       AnimationMode      = LOOP
  15852.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15853.     End
  15854.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  15855.       Model              = ABWarFact_D
  15856.       Animation          = ABWarFact_D.ABWarFact_D
  15857.       AnimationMode      = LOOP
  15858.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15859.     End
  15860.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  15861.       Model              = ABWarFact_E
  15862.       Animation          = ABWarFact_E.ABWarFact_E
  15863.       AnimationMode      = LOOP
  15864.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15865.     End
  15866.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  15867.       Model              = ABWarFact_N
  15868.       Animation          = ABWarFact_N.ABWarFact_N
  15869.       AnimationMode      = LOOP
  15870.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15871.     End
  15872.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  15873.       Model              = ABWarFact_DN
  15874.       Animation          = ABWarFact_DN.ABWarFact_DN
  15875.       AnimationMode      = LOOP
  15876.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15877.     End
  15878.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  15879.       Model              = ABWarFact_EN
  15880.       Animation          = ABWarFact_EN.ABWarFact_EN
  15881.       AnimationMode      = LOOP
  15882.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15883.     End
  15884.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  15885.       Model              = ABWarFact_S
  15886.       Animation          = ABWarFact_S.ABWarFact_S
  15887.       AnimationMode      = LOOP
  15888.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15889.     End
  15890.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  15891.       Model              = ABWarFact_DS
  15892.       Animation          = ABWarFact_DS.ABWarFact_DS
  15893.       AnimationMode      = LOOP
  15894.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15895.     End
  15896.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  15897.       Model              = ABWarFact_ES
  15898.       Animation          = ABWarFact_ES.ABWarFact_ES
  15899.       AnimationMode      = LOOP
  15900.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15901.     End
  15902.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  15903.       Model              = ABWarFact_NS
  15904.       Animation          = ABWarFact_NS.ABWarFact_NS
  15905.       AnimationMode      = LOOP
  15906.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15907.     End
  15908.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  15909.       Model              = ABWarFact_DNS
  15910.       Animation          = ABWarFact_DNS.ABWarFact_DNS
  15911.       AnimationMode      = LOOP
  15912.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15913.     End
  15914.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  15915.       Model              = ABWarFact_ENS
  15916.       Animation          = ABWarFact_ENS.ABWarFact_ENS
  15917.       AnimationMode      = LOOP
  15918.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15919.     End
  15920.  
  15921.     ConditionState       = AWAITING_CONSTRUCTION 
  15922.       Model              = NONE
  15923.     End
  15924.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  15925.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  15926.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  15927.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  15928.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  15929.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  15930.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  15931.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  15932.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  15933.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  15934.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  15935.     AliasConditionState  = SOLD 
  15936.     AliasConditionState  = SOLD DAMAGED
  15937.     AliasConditionState  = SOLD REALLYDAMAGED
  15938.     AliasConditionState  = SOLD NIGHT
  15939.     AliasConditionState  = SOLD NIGHT DAMAGED
  15940.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  15941.     AliasConditionState  = SOLD SNOW
  15942.     AliasConditionState  = SOLD SNOW DAMAGED
  15943.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  15944.     AliasConditionState  = SOLD NIGHT SNOW
  15945.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  15946.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  15947.     ;**************************************************************************************************************************
  15948.  
  15949.  
  15950.   End
  15951.  
  15952.   ; ----------------- the factory door -------------------
  15953.   Draw = W3DModelDraw ModuleTag_02
  15954.     DefaultConditionState
  15955.       Model           = ABWarFact_A8
  15956.       Animation       = ABWarFact_A8.ABWarFact_A8
  15957.       AnimationMode   = MANUAL
  15958.       Flags           = START_FRAME_FIRST
  15959.     End
  15960.     AliasConditionState = NIGHT 
  15961.     AliasConditionState = SNOW
  15962.     AliasConditionState = SNOW NIGHT
  15963.     
  15964.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  15965.       Model           = ABWarFact_A8
  15966.       Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  15967.     End
  15968.     AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  15969.     AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  15970.     AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  15971.     
  15972.     ConditionState    = DAMAGED
  15973.       Model           = ABWarFact_A8D
  15974.       Animation       = ABWarFact_A8D.ABWarFact_A8D
  15975.       AnimationMode   = MANUAL
  15976.       Flags           = START_FRAME_FIRST
  15977.     End
  15978.     AliasConditionState = NIGHT DAMAGED
  15979.     AliasConditionState = SNOW DAMAGED
  15980.     AliasConditionState = SNOW NIGHT DAMAGED
  15981.     
  15982.     ConditionState    = REALLYDAMAGED RUBBLE
  15983.       Model           = ABWarFact_A8E
  15984.       Animation       = ABWarFact_A8E.ABWarFact_A8E
  15985.       AnimationMode   = MANUAL
  15986.       Flags           = START_FRAME_FIRST
  15987.     End
  15988.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  15989.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  15990.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
  15991.     
  15992.     ConditionState    = DOOR_1_OPENING
  15993.       Model           = ABWarFact_A8
  15994.       Animation       = ABWarFact_A8.ABWarFact_A8
  15995.       AnimationMode   = ONCE
  15996.       Flags           = START_FRAME_FIRST
  15997.     End   
  15998.     AliasConditionState = NIGHT DOOR_1_OPENING
  15999.     AliasConditionState = SNOW DOOR_1_OPENING
  16000.     AliasConditionState = SNOW NIGHT DOOR_1_OPENING
  16001.     
  16002.     ConditionState    = DOOR_1_OPENING DAMAGED
  16003.       Model           = ABWarFact_A8D
  16004.       Animation       = ABWarFact_A8D.ABWarFact_A8D
  16005.       AnimationMode   = ONCE
  16006.       Flags           = START_FRAME_FIRST
  16007.     End   
  16008.     AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
  16009.     AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
  16010.     AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED
  16011.     
  16012.     ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
  16013.       Model           = ABWarFact_A8E
  16014.       Animation       = ABWarFact_A8E.ABWarFact_A8E
  16015.       AnimationMode   = ONCE
  16016.       Flags           = START_FRAME_FIRST
  16017.     End
  16018.     AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
  16019.     AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
  16020.     AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
  16021.     
  16022.     ConditionState    = DOOR_1_CLOSING
  16023.       Model           = ABWarFact_A8
  16024.       Animation       = ABWarFact_A8.ABWarFact_A8
  16025.       AnimationMode   = ONCE_BACKWARDS
  16026.       Flags           = START_FRAME_LAST
  16027.     End   
  16028.     AliasConditionState = NIGHT DOOR_1_CLOSING
  16029.     AliasConditionState = SNOW DOOR_1_CLOSING
  16030.     AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
  16031.  
  16032.     
  16033.     ConditionState    = DOOR_1_CLOSING DAMAGED
  16034.       Model           = ABWarFact_A8D
  16035.       Animation       = ABWarFact_A8D.ABWarFact_A8D
  16036.       AnimationMode   = ONCE_BACKWARDS
  16037.       Flags           = START_FRAME_LAST
  16038.     End   
  16039.     AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
  16040.     AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
  16041.     AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED
  16042.     
  16043.     ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  16044.       Model           = ABWarFact_A8E
  16045.       Animation       = ABWarFact_A8E.ABWarFact_A8E
  16046.       AnimationMode   = ONCE_BACKWARDS
  16047.       Flags           = START_FRAME_LAST
  16048.     End   
  16049.     AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  16050.     AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  16051.     AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  16052.     
  16053.     ConditionState    = DOOR_1_WAITING_OPEN
  16054.       Model           = ABWarFact_A8
  16055.       Animation       = ABWarFact_A8.ABWarFact_A8
  16056.       AnimationMode   = MANUAL
  16057.       Flags           = START_FRAME_LAST
  16058.     End   
  16059.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
  16060.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN
  16061.     AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
  16062.     
  16063.     ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
  16064.       Model           = ABWarFact_A8D
  16065.       Animation       = ABWarFact_A8D.ABWarFact_A8D
  16066.       AnimationMode   = MANUAL
  16067.       Flags           = START_FRAME_LAST
  16068.     End   
  16069.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
  16070.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
  16071.     AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED
  16072.     
  16073.     ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  16074.       Model           = ABWarFact_A8E
  16075.       Animation       = ABWarFact_A8E.ABWarFact_A8E
  16076.       AnimationMode   = MANUAL
  16077.       Flags           = START_FRAME_LAST
  16078.     End   
  16079.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  16080.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  16081.     AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  16082.     
  16083.     ConditionState       = AWAITING_CONSTRUCTION 
  16084.       Model              = NONE
  16085.     End
  16086.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  16087.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  16088.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  16089.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  16090.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  16091.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  16092.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  16093.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  16094.     AliasConditionState  = SOLD 
  16095.     AliasConditionState  = SOLD DAMAGED
  16096.     AliasConditionState  = SOLD REALLYDAMAGED
  16097.     AliasConditionState  = SOLD NIGHT
  16098.     AliasConditionState  = SOLD NIGHT DAMAGED
  16099.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  16100.     AliasConditionState  = SOLD SNOW
  16101.     AliasConditionState  = SOLD SNOW DAMAGED
  16102.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  16103.     AliasConditionState  = SOLD NIGHT SNOW
  16104.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  16105.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  16106.   End
  16107.  
  16108.   ; ------------------ the construction crane ------------
  16109.   Draw = W3DModelDraw ModuleTag_03
  16110.     ; -----------------------------------------------------------
  16111.     OkToChangeModelColor = Yes
  16112.     ; -----------------------------------------------------------
  16113.     DefaultConditionState
  16114.       Model           = ABWarFact_A1
  16115.       Animation       = ABWarFact_A1.ABWarFact_A1
  16116.       AnimationMode   = LOOP
  16117.       TransitionKey   = TRANS_Idle
  16118.     End
  16119.     ConditionState    = DAMAGED
  16120.       Model           = ABWarFact_A1D
  16121.       Animation       = ABWarFact_A1D.ABWarFact_A1D
  16122.       AnimationMode   = LOOP
  16123.       TransitionKey   = TRANS_IdleDamaged
  16124.     End
  16125.     ConditionState    = REALLYDAMAGED RUBBLE
  16126.       Model           = ABWarFact_A1E
  16127.       Animation       = ABWarFact_A1E.ABWarFact_A1E
  16128.       AnimationMode   = LOOP
  16129.       TransitionKey   = TRANS_IdleReallyDamaged
  16130.     End
  16131.  
  16132.     ; -----------------------------------------------------------
  16133.     TransitionState   = TRANS_Constructing TRANS_Idle
  16134.       Model           = ABWarFact_A3
  16135.       Animation       = ABWarFact_A3.ABWarFact_A3
  16136.       AnimationMode   = ONCE
  16137.       Flags           = MAINTAIN_FRAME_ACROSS_STATES
  16138.     End
  16139.     TransitionState   = TRANS_ConstructingDamaged TRANS_IdleDamaged
  16140.       Model           = ABWarFact_A3D
  16141.       Animation       = ABWarFact_A3D.ABWarFact_A3D
  16142.       AnimationMode   = ONCE
  16143.       Flags           = MAINTAIN_FRAME_ACROSS_STATES
  16144.     End
  16145.     TransitionState   = TRANS_ConstructingReallyDamaged TRANS_IdleReallyDamaged
  16146.       Model           = ABWarFact_A3E
  16147.       Animation       = ABWarFact_A3E.ABWarFact_A3E
  16148.       AnimationMode   = ONCE
  16149.       Flags           = MAINTAIN_FRAME_ACROSS_STATES
  16150.     End
  16151.  
  16152.     ; -----------------------------------------------------------
  16153.     ; bleah... RESTART_ANIM_WHEN_COMPLETE is a little hacky.
  16154.     ; these really should be LOOP, not ONCE, but you can't use
  16155.     ; LOOP in conjunction with WaitForStateToFinishIfPossible.
  16156.     ; this is a sleazy workaround to allow us to do so. (srj)
  16157.     ConditionState    = ACTIVELY_CONSTRUCTING
  16158.       Model           = ABWarFact_A3
  16159.       Animation       = ABWarFact_A3.ABWarFact_A3
  16160.       AnimationMode   = ONCE
  16161.       TransitionKey   = TRANS_Constructing
  16162.       Flags           = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  16163.     End
  16164.     ConditionState    = ACTIVELY_CONSTRUCTING DAMAGED
  16165.       Model           = ABWarFact_A3D
  16166.       Animation       = ABWarFact_A3D.ABWarFact_A3D
  16167.       AnimationMode   = ONCE
  16168.       TransitionKey   = TRANS_ConstructingDamaged
  16169.       Flags           = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  16170.     End
  16171.     ConditionState    = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
  16172.       Model           = ABWarFact_A3E
  16173.       Animation       = ABWarFact_A3E.ABWarFact_A3E
  16174.       AnimationMode   = ONCE
  16175.       TransitionKey   = TRANS_ConstructingReallyDamaged
  16176.       Flags           = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  16177.     End
  16178.     ; -----------------------------------------------------------
  16179.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SOLD
  16180.       Model           = ABWarFact_A1
  16181.       Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16182.     End
  16183.     ConditionState    = SOLD
  16184.       Model           = NONE
  16185.     End    
  16186.   End
  16187.  
  16188.   ; ------------------ the construction conveyor belt ------------
  16189.   Draw = W3DModelDraw ModuleTag_04
  16190.     OkToChangeModelColor = Yes
  16191.     DefaultConditionState
  16192.       Model           = ABWarFact_A7
  16193.       Animation       = ABWarFact_A7.ABWarFact_A7
  16194.       AnimationMode   = MANUAL
  16195.       Flags           = START_FRAME_FIRST
  16196.     End
  16197.     AliasConditionState = SNOW
  16198.     AliasConditionState = NIGHT
  16199.     AliasConditionState = SNOW NIGHT
  16200.     
  16201.     ConditionState    = SOLD
  16202.       Model           = NONE
  16203.     End 
  16204.     AliasConditionState = SNOW SOLD
  16205.     AliasConditionState = NIGHT SOLD
  16206.     AliasConditionState = SNOW NIGHT SOLD 
  16207.  
  16208.  
  16209.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
  16210.       Model           = ABWarFact_A7
  16211.       Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16212.     End
  16213.     AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  16214.     AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  16215.     AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  16216.     
  16217.     ConditionState    = DAMAGED
  16218.       Model           = ABWarFact_A7D
  16219.       Animation       = ABWarFact_A7D.ABWarFact_A7D
  16220.       AnimationMode   = MANUAL
  16221.       Flags           = START_FRAME_FIRST
  16222.     End
  16223.     AliasConditionState = SNOW DAMAGED
  16224.     AliasConditionState = NIGHT DAMAGED
  16225.     AliasConditionState = SNOW NIGHT DAMAGED
  16226.     
  16227.     ConditionState    = REALLYDAMAGED RUBBLE
  16228.       Model           = ABWarFact_A7E
  16229.       Animation       = ABWarFact_A7E.ABWarFact_A7E
  16230.       AnimationMode   = MANUAL
  16231.       Flags           = START_FRAME_FIRST
  16232.     End
  16233.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  16234.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  16235.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
  16236.     
  16237.     ConditionState    = ACTIVELY_CONSTRUCTING
  16238.       Model           = ABWarFact_A7
  16239.       Animation       = ABWarFact_A7.ABWarFact_A7
  16240.       AnimationMode   = LOOP
  16241.     End
  16242.     AliasConditionState = SNOW ACTIVELY_CONSTRUCTING
  16243.     AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING
  16244.     AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING
  16245.     
  16246.     ConditionState    = ACTIVELY_CONSTRUCTING DAMAGED
  16247.       Model           = ABWarFact_A7D
  16248.       Animation       = ABWarFact_A7D.ABWarFact_A7D
  16249.       AnimationMode   = LOOP
  16250.     End
  16251.     AliasConditionState = SNOW ACTIVELY_CONSTRUCTING DAMAGED
  16252.     AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING DAMAGED
  16253.     AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING DAMAGED
  16254.     
  16255.     ConditionState    = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
  16256.       Model           = ABWarFact_A7E
  16257.       Animation       = ABWarFact_A7E.ABWarFact_A7E
  16258.       AnimationMode   = LOOP
  16259.     End
  16260.     AliasConditionState = SNOW ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
  16261.     AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
  16262.     AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
  16263.     
  16264.   End
  16265.  
  16266.   ; ------------ construction done flashing lights ----------
  16267.   Draw = W3DModelDraw ModuleTag_05
  16268.     DefaultConditionState
  16269.       Model           = None
  16270.     End
  16271.     ConditionState    = SOLD
  16272.       Model           = NONE
  16273.     End    
  16274.     ConditionState    = SOLD SNOW
  16275.        Model          = NONE
  16276.     End   
  16277.     ConditionState    = SOLD NIGHT
  16278.        Model          = NONE
  16279.     End    
  16280.     ConditionState    = SOLD NIGHT SNOW
  16281.        Model          = NONE
  16282.     End   
  16283.     ConditionState    = CONSTRUCTION_COMPLETE
  16284.       Model           = ABWarFact_A2
  16285.       Animation       = ABWarFact_A2.ABWarFact_A2
  16286.       AnimationMode   = LOOP
  16287.       Flags           = START_FRAME_FIRST
  16288.     End  
  16289.   End
  16290.     
  16291.   ; ------------ construction-zone fence -----------------
  16292.   Draw = W3DModelDraw ModuleTag_06
  16293.   AnimationsRequirePower = No
  16294.     DefaultConditionState
  16295.       Model           = None
  16296.       TransitionKey   = DOWN_DEFAULT
  16297.     End
  16298.     ConditionState    = NIGHT
  16299.       Model           = None
  16300.       TransitionKey   = DOWN_DEFAULT
  16301.     End
  16302.     ConditionState    = SNOW
  16303.       Model           = None
  16304.       TransitionKey   = DOWN_DEFAULT
  16305.     End
  16306.     ConditionState    = SNOW NIGHT
  16307.       Model           = None
  16308.       TransitionKey   = DOWN_DEFAULT
  16309.     End
  16310.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  16311.       Model           = ABWarFact_A4
  16312.       Animation       = ABWarFact_A4.ABWarFact_A4
  16313.       AnimationMode   = MANUAL
  16314.       Flags           = START_FRAME_LAST
  16315.       TransitionKey   = UP_DAY
  16316.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  16317.       ParticleSysBone = SparksS01 LiveWireSparks02
  16318.     End
  16319.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  16320.       Model           = ABWarFact_A4N
  16321.       Animation       = ABWarFact_A4N.ABWarFact_A4N
  16322.       AnimationMode   = MANUAL
  16323.       Flags           = START_FRAME_LAST
  16324.       TransitionKey   = UP_NIGHT
  16325.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  16326.       ParticleSysBone = SparksS01 LiveWireSparks02
  16327.     End
  16328.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  16329.       Model           = ABWarFact_A4S
  16330.       Animation       = ABWarFact_A4S.ABWarFact_A4S
  16331.       AnimationMode   = MANUAL
  16332.       Flags           = START_FRAME_LAST
  16333.       TransitionKey   = UP_SNOW
  16334.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  16335.       ParticleSysBone = SparksS01 LiveWireSparks02
  16336.     End
  16337.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  16338.       Model           = ABWarFact_A4SN
  16339.       Animation       = ABWarFact_A4SN.ABWarFact_A4SN
  16340.       AnimationMode   = MANUAL
  16341.       Flags           = START_FRAME_LAST
  16342.       TransitionKey   = UP_SNOWNIGHT
  16343.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  16344.       ParticleSysBone = SparksS01 LiveWireSparks02
  16345.     End
  16346.     TransitionState   = DOWN_DEFAULT UP_DAY
  16347.       Model           = ABWarFact_A4
  16348.       Animation       = ABWarFact_A4.ABWarFact_A4
  16349.       AnimationMode   = ONCE
  16350.       AnimationSpeedFactorRange = 1.0 1.0
  16351.       Flags           = START_FRAME_FIRST
  16352.     End
  16353.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  16354.       Model           = ABWarFact_A4N
  16355.       Animation       = ABWarFact_A4N.ABWarFact_A4N
  16356.       AnimationMode   = ONCE
  16357.       AnimationSpeedFactorRange = 1.0 1.0
  16358.       Flags           = START_FRAME_FIRST
  16359.     End
  16360.     TransitionState   = DOWN_DEFAULT UP_SNOW
  16361.       Model           = ABWarFact_A4S
  16362.       Animation       = ABWarFact_A4S.ABWarFact_A4S
  16363.       AnimationMode   = ONCE
  16364.       AnimationSpeedFactorRange = 1.0 1.0
  16365.       Flags           = START_FRAME_FIRST
  16366.     End
  16367.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  16368.       Model           = ABWarFact_A4SN
  16369.       Animation       = ABWarFact_A4SN.ABWarFact_A4SN
  16370.       AnimationMode   = ONCE
  16371.       AnimationSpeedFactorRange = 1.0 1.0
  16372.       Flags           = START_FRAME_FIRST
  16373.     End
  16374.     TransitionState   = UP_DAY DOWN_DEFAULT
  16375.       Model           = ABWarFact_A4
  16376.       Animation       = ABWarFact_A4.ABWarFact_A4
  16377.       AnimationMode   = ONCE_BACKWARDS
  16378.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16379.       Flags           = START_FRAME_LAST
  16380.     End
  16381.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  16382.       Model           = ABWarFact_A4N
  16383.       Animation       = ABWarFact_A4N.ABWarFact_A4N
  16384.       AnimationMode   = ONCE_BACKWARDS
  16385.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16386.       Flags           = START_FRAME_LAST
  16387.     End
  16388.     TransitionState   = UP_SNOW DOWN_DEFAULT
  16389.       Model           = ABWarFact_A4S
  16390.       Animation       = ABWarFact_A4S.ABWarFact_A4S
  16391.       AnimationMode   = ONCE_BACKWARDS
  16392.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16393.       Flags           = START_FRAME_LAST
  16394.     End
  16395.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  16396.       Model           = ABWarFact_A4SN
  16397.       Animation       = ABWarFact_A4SN.ABWarFact_A4SN
  16398.       AnimationMode   = ONCE_BACKWARDS
  16399.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16400.       Flags           = START_FRAME_LAST
  16401.     End
  16402.   End
  16403.  
  16404.   ; ------------ under-construction scaffolding -----------------
  16405.   Draw = W3DModelDraw ModuleTag_07
  16406.   AnimationsRequirePower = No
  16407.     MinLODRequired = MEDIUM
  16408.     DefaultConditionState
  16409.       Model           = None
  16410.       TransitionKey   = DOWN_DEFAULT
  16411.     End
  16412.     ConditionState    = NIGHT
  16413.       Model           = None
  16414.       TransitionKey   = DOWN_DEFAULT
  16415.     End
  16416.     ConditionState    = SNOW
  16417.       Model           = None
  16418.       TransitionKey   = DOWN_DEFAULT
  16419.     End
  16420.     ConditionState    = SNOW NIGHT
  16421.       Model           = None
  16422.       TransitionKey   = DOWN_DEFAULT
  16423.     End
  16424.     ConditionState    = PARTIALLY_CONSTRUCTED
  16425.       Model           = ABWarFact_A6
  16426.       Animation       = ABWarFact_A6.ABWarFact_A6
  16427.       AnimationMode   = MANUAL
  16428.       Flags           = START_FRAME_LAST
  16429.       TransitionKey   = UP_DAY
  16430.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  16431.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  16432.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  16433.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  16434.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  16435.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  16436.     End
  16437.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  16438.       Model           = ABWarFact_A6N
  16439.       Animation       = ABWarFact_A6N.ABWarFact_A6N
  16440.       AnimationMode   = MANUAL
  16441.       Flags           = START_FRAME_LAST
  16442.       TransitionKey   = UP_NIGHT
  16443.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  16444.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  16445.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  16446.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  16447.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  16448.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  16449.     End
  16450.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  16451.       Model           = ABWarFact_A6S
  16452.       Animation       = ABWarFact_A6S.ABWarFact_A6S
  16453.       AnimationMode   = MANUAL
  16454.       Flags           = START_FRAME_LAST
  16455.       TransitionKey   = UP_SNOW
  16456.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  16457.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  16458.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  16459.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  16460.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  16461.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  16462.     End
  16463.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  16464.       Model           = ABWarFact_A6SN
  16465.       Animation       = ABWarFact_A6SN.ABWarFact_A6SN
  16466.       AnimationMode   = MANUAL
  16467.       Flags           = START_FRAME_LAST
  16468.       TransitionKey   = UP_SNOWNIGHT
  16469.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  16470.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  16471.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  16472.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  16473.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  16474.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  16475.     End
  16476.     TransitionState   = DOWN_DEFAULT UP_DAY
  16477.      Model            = ABWarFact_A6
  16478.       Animation       = ABWarFact_A6.ABWarFact_A6
  16479.       AnimationMode   = ONCE
  16480.       AnimationSpeedFactorRange = 1.0 1.0
  16481.       Flags           = START_FRAME_FIRST
  16482.     End
  16483.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  16484.      Model            = ABWarFact_A6N
  16485.       Animation       = ABWarFact_A6N.ABWarFact_A6N
  16486.       AnimationMode   = ONCE
  16487.       AnimationSpeedFactorRange = 1.0 1.0
  16488.       Flags           = START_FRAME_FIRST
  16489.     End
  16490.     TransitionState   = DOWN_DEFAULT UP_SNOW
  16491.      Model            = ABWarFact_A6S
  16492.       Animation       = ABWarFact_A6S.ABWarFact_A6S
  16493.       AnimationMode   = ONCE
  16494.       AnimationSpeedFactorRange = 1.0 1.0
  16495.       Flags           = START_FRAME_FIRST
  16496.     End
  16497.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  16498.      Model            = ABWarFact_A6SN
  16499.       Animation       = ABWarFact_A6SN.ABWarFact_A6SN
  16500.       AnimationMode   = ONCE
  16501.       AnimationSpeedFactorRange = 1.0 1.0
  16502.       Flags           = START_FRAME_FIRST
  16503.     End
  16504.     TransitionState   = UP_DAY DOWN_DEFAULT
  16505.       Model           = ABWarFact_A6
  16506.       Animation       = ABWarFact_A6.ABWarFact_A6
  16507.       AnimationMode   = ONCE_BACKWARDS
  16508.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16509.       Flags           = START_FRAME_LAST
  16510.     End
  16511.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  16512.       Model           = ABWarFact_A6N
  16513.       Animation       = ABWarFact_A6N.ABWarFact_A6N
  16514.       AnimationMode   = ONCE_BACKWARDS
  16515.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16516.       Flags           = START_FRAME_LAST
  16517.     End
  16518.     TransitionState   = UP_SNOW DOWN_DEFAULT
  16519.       Model           = ABWarFact_A6S
  16520.       Animation       = ABWarFact_A6S.ABWarFact_A6S
  16521.       AnimationMode   = ONCE_BACKWARDS
  16522.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16523.       Flags           = START_FRAME_LAST
  16524.     End
  16525.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  16526.       Model           = ABWarFact_A6SN
  16527.       Animation       = ABWarFact_A6SN.ABWarFact_A6SN
  16528.       AnimationMode   = ONCE_BACKWARDS
  16529.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16530.       Flags           = START_FRAME_LAST
  16531.     End
  16532.   End
  16533.  
  16534.   ; ------------ being-constructed crane -----------------
  16535.   Draw = W3DModelDraw ModuleTag_08
  16536.   AnimationsRequirePower = No
  16537.     DefaultConditionState
  16538.       Model           = None
  16539.       TransitionKey   = DOWN_DEFAULT
  16540.     End
  16541.     ConditionState    = NIGHT
  16542.       Model           = None
  16543.       TransitionKey   = DOWN_DEFAULT
  16544.     End
  16545.     ConditionState    = SNOW
  16546.       Model           = None
  16547.       TransitionKey   = DOWN_DEFAULT
  16548.     End
  16549.     ConditionState    = SNOW NIGHT
  16550.       Model           = None
  16551.       TransitionKey   = DOWN_DEFAULT
  16552.     End
  16553.     ConditionState    = SOLD
  16554.       Model           = NONE
  16555.     End
  16556.  
  16557.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  16558.       Model           = ABWarFact_A5
  16559.       Animation       = ABWarFact_A5.ABWarFact_A5
  16560.       AnimationMode   = LOOP
  16561.       TransitionKey  = UP_DAY
  16562.     End
  16563.  
  16564.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  16565.       Model           = ABWarFact_A5N
  16566.       Animation       = ABWarFact_A5N.ABWarFact_A5N
  16567.       AnimationMode   = LOOP
  16568.       TransitionKey  = UP_NIGHT
  16569.     End
  16570.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  16571.       Model           = ABWarFact_A5S
  16572.       Animation       = ABWarFact_A5S.ABWarFact_A5S
  16573.       AnimationMode   = LOOP
  16574.       TransitionKey  = UP_SNOW
  16575.     End
  16576.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  16577.       Model           = ABWarFact_A5SN
  16578.       Animation       = ABWarFact_A5SN.ABWarFact_A5SN
  16579.       AnimationMode   = LOOP
  16580.       TransitionKey  = UP_SNOWNIGHT
  16581.     End
  16582.     TransitionState   = DOWN_DEFAULT UP_DAY
  16583.       Model            = ABWarFact_AB
  16584.       Animation       = ABWarFact_AB.ABWarFact_AB
  16585.       AnimationMode   = ONCE
  16586.       AnimationSpeedFactorRange = 1.0 1.0
  16587.       Flags           = START_FRAME_FIRST
  16588.     End
  16589.  
  16590.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  16591.       Model            = ABWarFact_ABN
  16592.       Animation       = ABWarFact_ABN.ABWarFact_ABN
  16593.       AnimationMode   = ONCE
  16594.       AnimationSpeedFactorRange = 1.0 1.0
  16595.       Flags           = START_FRAME_FIRST
  16596.     End
  16597.     TransitionState   = DOWN_DEFAULT UP_SNOW
  16598.       Model            = ABWarFact_ABS
  16599.       Animation       = ABWarFact_ABS.ABWarFact_ABS
  16600.       AnimationMode   = ONCE
  16601.       AnimationSpeedFactorRange = 1.0 1.0
  16602.       Flags           = START_FRAME_FIRST
  16603.     End 
  16604.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  16605.       Model            = ABWarFact_ABSN
  16606.       Animation       = ABWarFact_ABSN.ABWarFact_ABSN
  16607.       AnimationMode   = ONCE
  16608.       AnimationSpeedFactorRange = 1.0 1.0
  16609.       Flags           = START_FRAME_FIRST
  16610.     End 
  16611.    TransitionState   = UP_DAY DOWN_DEFAULT
  16612.       Model            = ABWarFact_AB
  16613.       Animation       = ABWarFact_AB.ABWarFact_AB
  16614.       AnimationMode   = ONCE_BACKWARDS
  16615.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16616.       Flags           = START_FRAME_LAST
  16617.     End
  16618.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  16619.       Model            = ABWarFact_ABN
  16620.       Animation       = ABWarFact_ABN.ABWarFact_ABN
  16621.       AnimationMode   = ONCE_BACKWARDS
  16622.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16623.       Flags           = START_FRAME_LAST
  16624.     End
  16625.     TransitionState   = UP_SNOW DOWN_DEFAULT
  16626.       Model            = ABWarFact_ABS
  16627.       Animation       = ABWarFact_ABS.ABWarFact_ABS
  16628.       AnimationMode   = ONCE_BACKWARDS
  16629.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16630.       Flags           = START_FRAME_LAST
  16631.     End
  16632.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  16633.       Model            = ABWarFact_ABSN
  16634.       Animation       = ABWarFact_ABSN.ABWarFact_ABSN
  16635.       AnimationMode   = ONCE_BACKWARDS
  16636.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  16637.       Flags           = START_FRAME_LAST
  16638.     End
  16639.   End
  16640.   
  16641.   PlacementViewAngle = -135
  16642.  
  16643.   ; ***DESIGN parameters ***
  16644.   DisplayName      = OBJECT:WarFactory
  16645.   Side             = America
  16646.   EditorSorting    = STRUCTURE
  16647.   Prerequisites
  16648.     Object = AmericaSupplyCenter
  16649.   End
  16650.   BuildCost        = 2000
  16651.   BuildTime        = 15.0           ; in seconds
  16652.  
  16653.   EnergyProduction = -1
  16654.   CommandSet       = AmericaWarFactoryCommandSet
  16655.   VisionRange     = 200.0           ; Shroud clearing distance
  16656.   ShroudClearingRange = 200
  16657.   ArmorSet
  16658.     Conditions      = None
  16659.     Armor           = StructureArmor
  16660.     DamageFX        = StructureDamageFXNoShake
  16661.   End
  16662.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  16663.  
  16664.   ; *** AUDIO Parameters ***
  16665.   VoiceSelect = WarFactoryUSASelect
  16666.   SoundDie              = BuildingDie
  16667.   SoundOnDamaged        = BuildingDamagedStateLight
  16668.   SoundOnReallyDamaged  = BuildingDestroy
  16669.  
  16670.   UnitSpecificSounds
  16671.     UnderConstruction     = UnderConstructionLoop
  16672.   End
  16673.  
  16674.   ; *** ENGINEERING Parameters ***
  16675.   RadarPriority   = STRUCTURE
  16676.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
  16677.   Body            = StructureBody ModuleTag_09
  16678.     MaxHealth       = 2000.0
  16679.     InitialHealth   = 2000.0
  16680.   End
  16681.   Behavior = ProductionUpdate ModuleTag_10
  16682.     NumDoorAnimations            = 1
  16683.     DoorOpeningTime              = 3250  ;in mSeconds
  16684.     DoorWaitOpenTime             = 3000  ;in mSeconds
  16685.     DoorCloseTime                = 4000  ;in mSeconds
  16686.     ConstructionCompleteDuration = 1500  ;in mSeconds
  16687.   End
  16688.   Behavior = DefaultProductionExitUpdate ModuleTag_11
  16689.     UnitCreatePoint   = X: -10.0  Y:-30.0   Z:0.0
  16690.     NaturalRallyPoint = X: 53.0  Y:-30.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  16691.   End
  16692.   Behavior = RepairDockUpdate ModuleTag_12
  16693.     TimeForFullHeal   = 5000   ;(in milliseconds)     
  16694.     NumberApproachPositions = 5
  16695.   End
  16696.   Behavior = BaseRegenerateUpdate ModuleTag_13
  16697.     ;No data
  16698.   End 
  16699.   
  16700. ;---- Lazy cheezy modules make the buildings cry.  
  16701. ;  Behavior = SlowDeathBehavior ModuleTag_14
  16702. ;    DestructionDelay = 500
  16703. ;    FX             = FINAL   FX_StructureMediumDeath
  16704. ;    OCL            = FINAL   OCL_AmericaWarFactoryDebris
  16705. ;  End
  16706.  
  16707.   Behavior = TransitionDamageFX ModuleTag_15
  16708.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  16709.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  16710.     ;---------------------------------------------------------------------------------------
  16711.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  16712.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  16713.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  16714.   End
  16715.  
  16716.   Behavior             = CreateObjectDie ModuleTag_16
  16717.     CreationList  = OCL_AmericanRangerDebris05
  16718.     ExemptStatus  = UNDER_CONSTRUCTION
  16719.   End
  16720.  
  16721.   Behavior = FlammableUpdate ModuleTag_18
  16722.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  16723.     AflameDamageAmount = 5       ; taking this much damage...
  16724.     AflameDamageDelay = 500       ; this often.
  16725.   End
  16726.   
  16727.   Behavior             = CreateObjectDie ModuleTag_20
  16728.     CreationList  = OCL_LargeStructureDebris
  16729.   End
  16730.   
  16731.   Behavior             = FXListDie ModuleTag_21
  16732.     DeathFX       = FX_StructureMediumDeath
  16733.   End
  16734.   
  16735.   Behavior             = DestroyDie ModuleTag_22
  16736.     ;nothing
  16737.   End
  16738.  
  16739.   Geometry            = BOX
  16740.   GeometryMajorRadius = 53.0
  16741.   GeometryMinorRadius = 60.0
  16742.   GeometryHeight      = 40.0
  16743.   GeometryIsSmall     = No
  16744.   FactoryExitWidth    = 25     ; How much space to leave for units exiting.
  16745.   Shadow          = SHADOW_VOLUME
  16746.   BuildCompletion = PLACED_BY_PLAYER
  16747.  
  16748. End
  16749.  
  16750. ;------------------------------------------------------------------------------
  16751. ;GLA Arms Dealer
  16752. Object GLAArmsDealer
  16753.  
  16754.   ; *** ART Parameters ***
  16755.   SelectPortrait         = SUArmsDealer_L
  16756.   ButtonImage            = SUArmsDealer
  16757.   
  16758.   ; ----------------- Main Building -------------------
  16759.   Draw = W3DModelDraw ModuleTag_01
  16760.     OkToChangeModelColor = Yes
  16761.     ; day
  16762.     ConditionState       = NONE
  16763.       Model              = UBArmDeal
  16764.       Animation          = UBArmDeal.UBArmDeal
  16765.       AnimationMode      = LOOP
  16766.       ParticleSysBone    = Smoke01 SmolderingSmoke
  16767.       ParticleSysBone    = Steam01 SteamVent
  16768.     End
  16769.     ;damaged
  16770.     ConditionState    = DAMAGED
  16771.       Model           = UBArmDeal_D
  16772.       Animation       = UBArmDeal_D.UBArmDeal_D
  16773.       AnimationMode   = LOOP
  16774.       ParticleSysBone = Smoke01 SmolderingSmoke
  16775. ;     ParticleSysBone = Smoke02 SmolderingSmoke
  16776. ;     ParticleSysBone = Smoke03 SmolderingSmoke
  16777. ;     ParticleSysBone = Smoke04 SmolderingSmoke
  16778. ;     ParticleSysBone = Smoke05 SmolderingSmoke
  16779. ;     ParticleSysBone = Smoke06 SmolderingSmoke
  16780. ;     ParticleSysBone = Fire02 SmolderingFire
  16781. ;     ParticleSysBone = Fire03 SmolderingFire
  16782. ;     ParticleSysBone = Fire04 SmolderingFire
  16783. ;     ParticleSysBone = Fire05 SmolderingFire
  16784. ;     ParticleSysBone = Fire06 SmolderingFire
  16785.     End
  16786.     ;really damaged
  16787.     ConditionState    = REALLYDAMAGED RUBBLE
  16788.       Model           = UBArmDeal_E
  16789.       Animation       = UBArmDeal_E.UBArmDeal_E
  16790.       AnimationMode   = LOOP
  16791.       ParticleSysBone = Smoke01 SmolderingSmoke
  16792. ;     ParticleSysBone = Smoke02 SmolderingSmoke
  16793. ;     ParticleSysBone = Smoke03 SmolderingSmoke
  16794. ;     ParticleSysBone = Smoke04 SmolderingSmoke
  16795. ;     ParticleSysBone = Smoke05 SmokeFactionLarge
  16796. ;     ParticleSysBone = Smoke06 SmolderingSmoke
  16797. ;     ParticleSysBone = Smoke07 SmolderingSmoke
  16798. ;     ParticleSysBone = Fire02 SmolderingFire
  16799. ;     ParticleSysBone = Fire03 SmolderingFire
  16800. ;     ParticleSysBone = Fire04 SmolderingFire
  16801. ;     ParticleSysBone = Fire05 FireFactionLarge
  16802. ;     ParticleSysBone = Fire06 SmolderingFire
  16803. ;     ParticleSysBone = Fire07 SmolderingFire
  16804.      End
  16805.      
  16806.      
  16807.     ConditionState       = SNOW
  16808.       Model              = UBArmDeal_S
  16809.       Animation          = UBArmDeal_S.UBArmDeal_S
  16810.       AnimationMode      = LOOP
  16811.       ParticleSysBone    = Smoke01 SmolderingSmoke
  16812.       ParticleSysBone    = Steam01 SteamVent
  16813.     End
  16814.     ;damaged
  16815.     ConditionState    = DAMAGED SNOW
  16816.       Model           = UBArmDeal_DS
  16817.       Animation       = UBArmDeal_DS.UBArmDeal_DS
  16818.       AnimationMode   = LOOP
  16819.       ParticleSysBone = Smoke01 SmolderingSmoke
  16820. ;     ParticleSysBone = Smoke02 SmolderingSmoke
  16821. ;     ParticleSysBone = Smoke03 SmolderingSmoke
  16822. ;     ParticleSysBone = Smoke04 SmolderingSmoke
  16823. ;     ParticleSysBone = Smoke05 SmolderingSmoke
  16824. ;     ParticleSysBone = Smoke06 SmolderingSmoke
  16825. ;     ParticleSysBone = Fire02 SmolderingFire
  16826. ;     ParticleSysBone = Fire03 SmolderingFire
  16827. ;     ParticleSysBone = Fire04 SmolderingFire
  16828. ;     ParticleSysBone = Fire05 SmolderingFire
  16829. ;     ParticleSysBone = Fire06 SmolderingFire
  16830.     End
  16831.     ;really damaged
  16832.     ConditionState    = REALLYDAMAGED RUBBLE SNOW
  16833.       Model           = UBArmDeal_ES
  16834.       Animation       = UBArmDeal_ES.UBArmDeal_ES
  16835.       AnimationMode   = LOOP
  16836.       ParticleSysBone = Smoke01 SmolderingSmoke
  16837. ;     ParticleSysBone = Smoke02 SmolderingSmoke
  16838. ;     ParticleSysBone = Smoke03 SmolderingSmoke
  16839. ;     ParticleSysBone = Smoke04 SmolderingSmoke
  16840. ;     ParticleSysBone = Smoke05 SmokeFactionLarge
  16841. ;     ParticleSysBone = Smoke06 SmolderingSmoke
  16842. ;     ParticleSysBone = Smoke07 SmolderingSmoke
  16843. ;     ParticleSysBone = Fire02 SmolderingFire
  16844. ;     ParticleSysBone = Fire03 SmolderingFire
  16845. ;     ParticleSysBone = Fire04 SmolderingFire
  16846. ;     ParticleSysBone = Fire05 FireFactionLarge
  16847. ;     ParticleSysBone = Fire06 SmolderingFire
  16848. ;     ParticleSysBone = Fire07 SmolderingFire
  16849.      End
  16850.  
  16851.  
  16852.     ; night
  16853.     ConditionState    = NIGHT
  16854.       Model           = UBArmDeal_N
  16855.       Animation       = UBArmDeal_N.UBArmDeal_N
  16856.       AnimationMode   = LOOP
  16857.       ParticleSysBone = Smoke01 SmolderingSmoke
  16858.       ParticleSysBone = Steam01 SteamVent
  16859.     End
  16860.     ConditionState    = DAMAGED NIGHT
  16861.       Model           = UBArmDeal_DN
  16862.       Animation       = UBArmDeal_DN.UBArmDeal_DN
  16863.       AnimationMode   = LOOP
  16864.       ParticleSysBone = Smoke01 SmolderingSmoke
  16865.     End
  16866.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT
  16867.       Model           = UBArmDeal_EN
  16868.       Animation       = UBArmDeal_EN.UBArmDeal_EN
  16869.       AnimationMode   = LOOP
  16870.       ParticleSysBone = Smoke01 SmolderingSmoke
  16871.      End
  16872.      
  16873.      ; night snow
  16874.     ConditionState    = NIGHT SNOW
  16875.       Model           = UBArmDeal_NS
  16876.       Animation       = UBArmDeal_NS.UBArmDeal_NS
  16877.       AnimationMode   = LOOP
  16878.       ParticleSysBone = Smoke01 SmolderingSmoke
  16879.       ParticleSysBone = Steam01 SteamVent
  16880.     End
  16881.     ConditionState    = DAMAGED NIGHT SNOW
  16882.       Model           = UBArmDeal_DNS
  16883.       Animation       = UBArmDeal_DNS.UBArmDeal_DNS
  16884.       AnimationMode   = LOOP
  16885.       ParticleSysBone = Smoke01 SmolderingSmoke
  16886.     End
  16887.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
  16888.       Model           = UBArmDeal_ENS
  16889.       Animation       = UBArmDeal_ENS.UBArmDeal_ENS
  16890.       AnimationMode   = LOOP
  16891.       ParticleSysBone = Smoke01 SmolderingSmoke
  16892.      End
  16893.     
  16894.     
  16895.     ;**************************************************************************************************************************
  16896.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  16897.     ;for this draw module
  16898.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  16899.       Model              = UBArmDeal
  16900.       Animation          = UBArmDeal.UBArmDeal
  16901.       AnimationMode      = LOOP
  16902.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16903.     End
  16904.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  16905.       Model              = UBArmDeal_D
  16906.       Animation          = UBArmDeal_D.UBArmDeal_D
  16907.       AnimationMode      = LOOP
  16908.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16909.     End
  16910.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  16911.       Model              = UBArmDeal_E
  16912.       Animation          = UBArmDeal_E.UBArmDeal_E
  16913.       AnimationMode      = LOOP
  16914.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16915.     End
  16916.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  16917.       Model              = UBArmDeal_N
  16918.       Animation          = UBArmDeal_N.UBArmDeal_N
  16919.       AnimationMode      = LOOP
  16920.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16921.     End
  16922.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  16923.       Model              = UBArmDeal_DN
  16924.       Animation          = UBArmDeal_DN.UBArmDeal_DN
  16925.       AnimationMode      = LOOP
  16926.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16927.     End
  16928.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  16929.       Model              = UBArmDeal_EN
  16930.       Animation          = UBArmDeal_EN.UBArmDeal_EN
  16931.       AnimationMode      = LOOP
  16932.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16933.     End
  16934.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  16935.       Model              = UBArmDeal_S
  16936.       Animation          = UBArmDeal_S.UBArmDeal_S
  16937.       AnimationMode      = LOOP
  16938.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16939.     End
  16940.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  16941.       Model              = UBArmDeal_DS
  16942.       Animation          = UBArmDeal_DS.UBArmDeal_DS
  16943.       AnimationMode      = LOOP
  16944.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16945.     End
  16946.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  16947.       Model              = UBArmDeal_ES
  16948.       Animation          = UBArmDeal_ES.UBArmDeal_ES
  16949.       AnimationMode      = LOOP
  16950.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16951.     End
  16952.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  16953.       Model              = UBArmDeal_NS
  16954.       Animation          = UBArmDeal_NS.UBArmDeal_NS
  16955.       AnimationMode      = LOOP
  16956.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16957.     End
  16958.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  16959.       Model              = UBArmDeal_DNS
  16960.       Animation          = UBArmDeal_DNS.UBArmDeal_DNS
  16961.       AnimationMode      = LOOP
  16962.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16963.     End
  16964.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  16965.       Model              = UBArmDeal_ENS
  16966.       Animation          = UBArmDeal_ENS.UBArmDeal_ENS
  16967.       AnimationMode      = LOOP
  16968.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16969.     End
  16970.  
  16971.     ConditionState       = AWAITING_CONSTRUCTION 
  16972.       Model              = NONE
  16973.     End
  16974.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  16975.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  16976.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  16977.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  16978.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  16979.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  16980.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  16981.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  16982.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  16983.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  16984.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  16985.     AliasConditionState  = SOLD 
  16986.     AliasConditionState  = SOLD DAMAGED
  16987.     AliasConditionState  = SOLD REALLYDAMAGED
  16988.     AliasConditionState  = SOLD NIGHT
  16989.     AliasConditionState  = SOLD NIGHT DAMAGED
  16990.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  16991.     AliasConditionState  = SOLD SNOW
  16992.     AliasConditionState  = SOLD SNOW DAMAGED
  16993.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  16994.     AliasConditionState  = SOLD NIGHT SNOW
  16995.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  16996.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  16997.     ;**************************************************************************************************************************
  16998.     
  16999.  
  17000.   End
  17001.   
  17002.   ; ------------ construction-zone fence -----------------
  17003.   Draw = W3DModelDraw ModuleTag_02
  17004.   AnimationsRequirePower = No
  17005.     DefaultConditionState
  17006.       Model           = None
  17007.       TransitionKey   = DOWN_DEFAULT
  17008.     End
  17009.     ConditionState    = NIGHT
  17010.       Model           = None
  17011.       TransitionKey   = DOWN_DEFAULT
  17012.     End
  17013.     ConditionState    = SNOW
  17014.       Model           = None
  17015.       TransitionKey   = DOWN_DEFAULT
  17016.     End
  17017.     ConditionState    = SNOW NIGHT
  17018.       Model           = None
  17019.       TransitionKey   = DOWN_DEFAULT
  17020.     End
  17021.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17022.       Model           = UBArmDeal_A4
  17023.       Animation       = UBArmDeal_A4.UBArmDeal_A4
  17024.       AnimationMode   = MANUAL
  17025.       Flags           = START_FRAME_LAST
  17026.       TransitionKey   = UP_DAY
  17027.     End
  17028.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17029.       Model           = UBArmDeal_A4N
  17030.       Animation       = UBArmDeal_A4N.UBArmDeal_A4N
  17031.       AnimationMode   = MANUAL
  17032.       Flags           = START_FRAME_LAST
  17033.       TransitionKey   = UP_NIGHT
  17034.     End
  17035.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17036.       Model           = UBArmDeal_A4S
  17037.       Animation       = UBArmDeal_A4S.UBArmDeal_A4S
  17038.       AnimationMode   = MANUAL
  17039.       Flags           = START_FRAME_LAST
  17040.       TransitionKey   = UP_SNOW
  17041.     End
  17042.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17043.       Model           = UBArmDeal_A4SN
  17044.       Animation       = UBArmDeal_A4SN.UBArmDeal_A4SN
  17045.       AnimationMode   = MANUAL
  17046.       Flags           = START_FRAME_LAST
  17047.       TransitionKey   = UP_SNOWNIGHT
  17048.     End
  17049.     TransitionState   = DOWN_DEFAULT UP_DAY
  17050.       Model           = UBArmDeal_A4
  17051.       Animation       = UBArmDeal_A4.UBArmDeal_A4
  17052.       AnimationMode   = ONCE
  17053.       AnimationSpeedFactorRange = 1.0 1.0
  17054.       Flags           = START_FRAME_FIRST
  17055.     End
  17056.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  17057.       Model           = UBArmDeal_A4N
  17058.       Animation       = UBArmDeal_A4N.UBArmDeal_A4N
  17059.       AnimationMode   = ONCE
  17060.       AnimationSpeedFactorRange = 1.0 1.0
  17061.       Flags           = START_FRAME_FIRST
  17062.     End
  17063.     TransitionState   = DOWN_DEFAULT UP_SNOW
  17064.       Model           = UBArmDeal_A4S
  17065.       ; @todo srj -- anim missing
  17066.       Animation       = UBArmDeal_A4S.UBArmDeal_A4S
  17067.       AnimationMode   = ONCE
  17068.       AnimationSpeedFactorRange = 1.0 1.0
  17069.       Flags           = START_FRAME_FIRST
  17070.     End
  17071.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  17072.       Model           = UBArmDeal_A4SN
  17073.       ; @todo srj -- anim missing
  17074.       Animation       = UBArmDeal_A4SN.UBArmDeal_A4SN
  17075.       AnimationMode   = ONCE
  17076.       AnimationSpeedFactorRange = 1.0 1.0
  17077.       Flags           = START_FRAME_FIRST
  17078.     End
  17079.     TransitionState   = UP_DAY DOWN_DEFAULT
  17080.       Model           = UBArmDeal_A4
  17081.       Animation       = UBArmDeal_A4.UBArmDeal_A4
  17082.       AnimationMode   = ONCE_BACKWARDS
  17083.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17084.       Flags           = START_FRAME_LAST
  17085.     End
  17086.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  17087.       Model           = UBArmDeal_A4N
  17088.       Animation       = UBArmDeal_A4N.UBArmDeal_A4N
  17089.       AnimationMode   = ONCE_BACKWARDS
  17090.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17091.       Flags           = START_FRAME_LAST
  17092.     End
  17093.  
  17094.     TransitionState   = UP_SNOW DOWN_DEFAULT
  17095.       Model           = UBArmDeal_A4S
  17096.       ; @todo srj -- anim missing
  17097.       Animation       = UBArmDeal_A4S.UBArmDeal_A4S
  17098.       AnimationMode   = ONCE_BACKWARDS
  17099.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17100.       Flags           = START_FRAME_LAST
  17101.     End
  17102.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  17103.       Model           = UBArmDeal_A4SN
  17104.       Animation       = UBArmDeal_A4SN.UBArmDeal_A4SN
  17105.       AnimationMode   = ONCE_BACKWARDS
  17106.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17107.       Flags           = START_FRAME_LAST
  17108.     End
  17109.   End
  17110.  
  17111.   ; ------------ under-construction scaffolding -----------------
  17112.   Draw = W3DModelDraw ModuleTag_03
  17113.   AnimationsRequirePower = No
  17114.     MinLODRequired = MEDIUM
  17115.     DefaultConditionState
  17116.       Model           = None
  17117.       TransitionKey   = DOWN_DEFAULT
  17118.     End
  17119.     ConditionState    = NIGHT
  17120.       Model           = None
  17121.       TransitionKey   = DOWN_DEFAULT
  17122.     End
  17123.     ConditionState    = SNOW
  17124.       Model           = None
  17125.       TransitionKey   = DOWN_DEFAULT
  17126.     End
  17127.     ConditionState    = SNOW NIGHT
  17128.       Model           = None
  17129.       TransitionKey   = DOWN_DEFAULT
  17130.     End
  17131.     ConditionState    = PARTIALLY_CONSTRUCTED
  17132.       Model           = UBArmDeal_A6
  17133.       Animation       = UBArmDeal_A6.UBArmDeal_A6
  17134.       AnimationMode   = MANUAL
  17135.       Flags           = START_FRAME_LAST
  17136.       TransitionKey   = UP_DAY
  17137.       ParticleSysBone = Dust01 BuildingDust
  17138.       ParticleSysBone = Smoke01 BuildUpSmoke
  17139.       ParticleSysBone = Smoke02 BuildUpSmoke
  17140.       ParticleSysBone = Smoke03 BuildUpSmoke
  17141.       ParticleSysBone = Smoke04 BuildUpSmoke
  17142.     End
  17143.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  17144.       Model           = UBArmDeal_A6N
  17145.       Animation       = UBArmDeal_A6N.UBArmDeal_A6N
  17146.       AnimationMode   = MANUAL
  17147.       Flags           = START_FRAME_LAST
  17148.       TransitionKey   = UP_NIGHT
  17149.       ParticleSysBone = Dust01 BuildingDust
  17150.       ParticleSysBone = Smoke01 BuildUpSmoke
  17151.       ParticleSysBone = Smoke02 BuildUpSmoke
  17152.       ParticleSysBone = Smoke03 BuildUpSmoke
  17153.       ParticleSysBone = Smoke04 BuildUpSmoke
  17154.     End
  17155.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  17156.       Model           = UBArmDeal_A6S
  17157.       Animation       = UBArmDeal_A6S.UBArmDeal_A6S
  17158.       AnimationMode   = MANUAL
  17159.       Flags           = START_FRAME_LAST
  17160.       TransitionKey   = UP_SNOW
  17161.       ParticleSysBone = Dust01 BuildingSnowDust
  17162.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  17163.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  17164.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  17165.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  17166.     End
  17167.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  17168.       Model           = UBArmDeal_A6SN
  17169.       Animation       = UBArmDeal_A6SN.UBArmDeal_A6SN
  17170.       AnimationMode   = MANUAL
  17171.       Flags           = START_FRAME_LAST
  17172.       TransitionKey   = UP_SNOWNIGHT
  17173.       ParticleSysBone = Dust01 BuildingNightSnowDust
  17174.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  17175.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  17176.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  17177.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  17178.     End
  17179.     TransitionState   = DOWN_DEFAULT UP_DAY
  17180.      Model            = UBArmDeal_A6
  17181.       Animation       = UBArmDeal_A6.UBArmDeal_A6
  17182.       AnimationMode   = ONCE
  17183.       AnimationSpeedFactorRange = 1.0 1.0
  17184.       Flags           = START_FRAME_FIRST
  17185.     End
  17186.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  17187.      Model            = UBArmDeal_A6N
  17188.       Animation       = UBArmDeal_A6N.UBArmDeal_A6N
  17189.       AnimationMode   = ONCE
  17190.       AnimationSpeedFactorRange = 1.0 1.0
  17191.       Flags           = START_FRAME_FIRST
  17192.     End
  17193.     TransitionState   = DOWN_DEFAULT UP_SNOW
  17194.      Model            = UBArmDeal_A6S
  17195.       Animation       = UBArmDeal_A6S.UBArmDeal_A6S
  17196.       AnimationMode   = ONCE
  17197.       AnimationSpeedFactorRange = 1.0 1.0
  17198.       Flags           = START_FRAME_FIRST
  17199.     End
  17200.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  17201.      Model            = UBArmDeal_A6SN
  17202.       Animation       = UBArmDeal_A6SN.UBArmDeal_A6SN
  17203.       AnimationMode   = ONCE
  17204.       AnimationSpeedFactorRange = 1.0 1.0
  17205.       Flags           = START_FRAME_FIRST
  17206.     End
  17207.     TransitionState   = UP_DAY DOWN_DEFAULT
  17208.       Model           = UBArmDeal_A6
  17209.       Animation       = UBArmDeal_A6.UBArmDeal_A6
  17210.       AnimationMode   = ONCE_BACKWARDS
  17211.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17212.       Flags           = START_FRAME_LAST
  17213.     End
  17214.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  17215.       Model           = UBArmDeal_A6N
  17216.       Animation       = UBArmDeal_A6N.UBArmDeal_A6N
  17217.       AnimationMode   = ONCE_BACKWARDS
  17218.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17219.       Flags           = START_FRAME_LAST
  17220.     End
  17221.     TransitionState   = UP_SNOW DOWN_DEFAULT
  17222.       Model           = UBArmDeal_A6S
  17223.       Animation       = UBArmDeal_A6S.UBArmDeal_A6S
  17224.       AnimationMode   = ONCE_BACKWARDS
  17225.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17226.       Flags           = START_FRAME_LAST
  17227.     End
  17228.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  17229.       Model           = UBArmDeal_A6SN
  17230.       Animation       = UBArmDeal_A6SN.UBArmDeal_A6SN
  17231.       AnimationMode   = ONCE_BACKWARDS
  17232.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17233.       Flags           = START_FRAME_LAST
  17234.     End
  17235.   End
  17236.  
  17237.   ; ----------------- the door -----------------------
  17238.   Draw = W3DModelDraw ModuleTag_04
  17239.     DefaultConditionState
  17240.       Model           = UBArmDeal_A7
  17241.       Animation       = UBArmDeal_A7.UBArmDeal_A7
  17242.       AnimationMode   = MANUAL
  17243.       Flags           = START_FRAME_FIRST
  17244.     End
  17245.     AliasConditionState = NIGHT 
  17246.     AliasConditionState = SNOW
  17247.     AliasConditionState = NIGHT SNOW
  17248.     
  17249.     ConditionState    = DAMAGED
  17250.       Model           = UBArmDeal_A7D
  17251.       Animation       = UBArmDeal_A7D.UBArmDeal_A7D
  17252.       AnimationMode   = MANUAL
  17253.       Flags           = START_FRAME_FIRST
  17254.     End
  17255.     AliasConditionState = NIGHT DAMAGED
  17256.     AliasConditionState = SNOW DAMAGED
  17257.     AliasConditionState = SNOW NIGHT DAMAGED
  17258.  
  17259.     ConditionState    = REALLYDAMAGED RUBBLE
  17260.       Model           = UBArmDeal_A7E
  17261.       Animation       = UBArmDeal_A7E.UBArmDeal_A7E
  17262.       AnimationMode   = MANUAL
  17263.       Flags           = START_FRAME_FIRST
  17264.     End
  17265.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  17266.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  17267.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  17268.     
  17269.     
  17270.     
  17271.     ConditionState    = DOOR_1_OPENING
  17272.       Model           = UBArmDeal_A7
  17273.       Animation       = UBArmDeal_A7.UBArmDeal_A7
  17274.       AnimationMode   = ONCE
  17275.       Flags           = START_FRAME_FIRST
  17276.     End   
  17277.     AliasConditionState = NIGHT DOOR_1_OPENING
  17278.     AliasConditionState = SNOW DOOR_1_OPENING
  17279.     AliasConditionState = SNOW NIGHT DOOR_1_OPENING
  17280.     
  17281.     ConditionState    = DOOR_1_OPENING DAMAGED
  17282.       Model           = UBArmDeal_A7D
  17283.       Animation       = UBArmDeal_A7D.UBArmDeal_A7D
  17284.       AnimationMode   = ONCE
  17285.       Flags           = START_FRAME_FIRST
  17286.     End   
  17287.     AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
  17288.     AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
  17289.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
  17290.     
  17291.     ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
  17292.       Model           = UBArmDeal_A7E
  17293.       Animation       = UBArmDeal_A7E.UBArmDeal_A7E
  17294.       AnimationMode   = ONCE
  17295.       Flags           = START_FRAME_FIRST
  17296.     End
  17297.     AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
  17298.     AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
  17299.     AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
  17300.     
  17301.     
  17302.     
  17303.     ConditionState    = DOOR_1_CLOSING
  17304.       Model           = UBArmDeal_A7
  17305.       Animation       = UBArmDeal_A7.UBArmDeal_A7
  17306.       AnimationMode   = ONCE_BACKWARDS
  17307.       Flags           = START_FRAME_LAST
  17308.     End   
  17309.     AliasConditionState = NIGHT DOOR_1_CLOSING
  17310.     AliasConditionState = SNOW DOOR_1_CLOSING
  17311.     AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
  17312.     
  17313.     ConditionState    = DOOR_1_CLOSING DAMAGED
  17314.       Model           = UBArmDeal_A7D
  17315.       Animation       = UBArmDeal_A7D.UBArmDeal_A7D
  17316.       AnimationMode   = ONCE_BACKWARDS
  17317.       Flags           = START_FRAME_LAST
  17318.     End   
  17319.     AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
  17320.     AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED
  17321.     AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
  17322.     
  17323.     ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  17324.       Model           = UBArmDeal_A7E
  17325.       Animation       = UBArmDeal_A7E.UBArmDeal_A7E
  17326.       AnimationMode   = ONCE_BACKWARDS
  17327.       Flags           = START_FRAME_LAST
  17328.     End   
  17329.     AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  17330.     AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  17331.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  17332.     
  17333.     
  17334.     
  17335.     ConditionState    = DOOR_1_WAITING_OPEN
  17336.       Model           = UBArmDeal_A7
  17337.       Animation       = UBArmDeal_A7.UBArmDeal_A7
  17338.       AnimationMode   = MANUAL
  17339.       Flags           = START_FRAME_LAST
  17340.     End   
  17341.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
  17342.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN
  17343.     AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
  17344.     
  17345.     ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
  17346.       Model           = UBArmDeal_A7D
  17347.       Animation       = UBArmDeal_A7D.UBArmDeal_A7D
  17348.       AnimationMode   = MANUAL
  17349.       Flags           = START_FRAME_LAST
  17350.     End   
  17351.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
  17352.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
  17353.     AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED
  17354.     
  17355.     ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  17356.       Model           = UBArmDeal_A7E
  17357.       Animation       = UBArmDeal_A7E.UBArmDeal_A7E
  17358.       AnimationMode   = MANUAL
  17359.       Flags           = START_FRAME_LAST
  17360.     End
  17361.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  17362.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  17363.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  17364.        
  17365.     ;**************************************************************************************************************************
  17366.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  17367.     ;for this draw module
  17368.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17369.       Model              = UBArmDeal_A7
  17370.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17371.     End
  17372.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  17373.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  17374.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  17375.     
  17376.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  17377.       Model              = UBArmDeal_A7D
  17378.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17379.     End
  17380.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  17381.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  17382.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  17383.     
  17384.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  17385.       Model              = UBArmDeal_A7E
  17386.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17387.     End
  17388.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  17389.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  17390.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  17391.     
  17392.     ConditionState       = AWAITING_CONSTRUCTION 
  17393.       Model              = NONE
  17394.     End
  17395.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  17396.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  17397.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  17398.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  17399.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  17400.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  17401.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  17402.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  17403.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  17404.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  17405.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  17406.     AliasConditionState  = SOLD DAMAGED
  17407.     AliasConditionState  = SOLD REALLYDAMAGED
  17408.     AliasConditionState  = SOLD NIGHT
  17409.     AliasConditionState  = SOLD NIGHT DAMAGED
  17410.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  17411.     AliasConditionState  = SOLD SNOW
  17412.     AliasConditionState  = SOLD SNOW DAMAGED
  17413.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  17414.     AliasConditionState  = SOLD NIGHT SNOW
  17415.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  17416.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  17417.     ;**************************************************************************************************************************  
  17418.        
  17419.        
  17420.   End
  17421.   
  17422.   PlacementViewAngle  = -135
  17423.   
  17424.   ; ***DESIGN parameters ***
  17425.   DisplayName      = OBJECT:ArmsDealer
  17426.   Side             = GLA
  17427.   EditorSorting    = STRUCTURE
  17428.   Prerequisites
  17429.     Object = GLASupplyStash
  17430.   End
  17431.   BuildCost        = 2500
  17432.   BuildTime        = 20.0           ; in seconds
  17433.   EnergyProduction = 0
  17434.   CommandSet       = GLAArmsDealerCommandSet
  17435.   VisionRange     = 200.0           ; Shroud clearing distance
  17436.   ShroudClearingRange = 200
  17437.   ArmorSet
  17438.     Conditions          = None
  17439.     Armor               = StructureArmor
  17440.     DamageFX            = StructureDamageFXNoShake
  17441.   End
  17442.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  17443.  
  17444.   ; *** AUDIO Parameters ***
  17445.   VoiceSelect = WarFactoryGLASelect
  17446.   SoundDie              = BuildingDie
  17447.   SoundOnDamaged        = BuildingDamagedStateLight
  17448.   SoundOnReallyDamaged  = BuildingDestroy
  17449.  
  17450.   UnitSpecificSounds
  17451.     UnderConstruction     = UnderConstructionLoop
  17452.   End
  17453.  
  17454.   ; *** ENGINEERING Parameters ***
  17455.   RadarPriority     = STRUCTURE
  17456.   KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE
  17457.   Body              = StructureBody ModuleTag_05
  17458.     MaxHealth       = 2000.0
  17459.     InitialHealth   = 2000.0
  17460.   End
  17461.   
  17462.   Behavior               = RebuildHoleExposeDie ModuleTag_06
  17463.     HoleName        = GLAHoleArmsDealer
  17464.     HoleMaxHealth   = 500.0
  17465.   End 
  17466.   Behavior             = DestroyDie ModuleTag_07
  17467.     ;nothing
  17468.   End
  17469.   Behavior             = CreateObjectDie ModuleTag_08
  17470.     CreationList  = OCL_LargeStructureDebris
  17471.   End
  17472.   Behavior             = FXListDie ModuleTag_09
  17473.     DeathFX       = FX_StructureMediumDeath
  17474.   End
  17475.   Behavior = ProductionUpdate ModuleTag_10
  17476.     NumDoorAnimations            = 1
  17477.     DoorOpeningTime              = 2000  ;in mSeconds
  17478.     DoorWaitOpenTime             = 3000  ;in mSeconds
  17479.     DoorCloseTime                = 2000  ;in mSeconds
  17480.     ConstructionCompleteDuration = 1500  ;in mSeconds
  17481.   End
  17482.   Behavior = DefaultProductionExitUpdate ModuleTag_11
  17483.     UnitCreatePoint   = X: -20.0  Y:-15.0   Z:0.0
  17484.     NaturalRallyPoint = X: 40.0  Y:-15.0   Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  17485.   End
  17486.   Behavior = RepairDockUpdate ModuleTag_12
  17487.     TimeForFullHeal   = 5000   ;(in milliseconds)     
  17488.     NumberApproachPositions = 5
  17489.   End
  17490.  
  17491.   Behavior = FlammableUpdate ModuleTag_14
  17492.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  17493.     AflameDamageAmount = 5       ; taking this much damage...
  17494.     AflameDamageDelay = 500       ; this often.
  17495.   End
  17496.  
  17497.   Behavior = TransitionDamageFX ModuleTag_31
  17498.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  17499.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  17500.     ;---------------------------------------------------------------------------------------
  17501.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  17502.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  17503.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  17504.   End
  17505.  
  17506.   Geometry            = BOX
  17507.   GeometryMajorRadius = 40.0
  17508.   GeometryMinorRadius = 62.0
  17509.   GeometryHeight      = 25.0
  17510.   GeometryIsSmall     = No
  17511.   FactoryExitWidth    = 25
  17512.   Shadow              = SHADOW_VOLUME
  17513.   BuildCompletion     = PLACED_BY_PLAYER
  17514.  
  17515. End
  17516.  
  17517.  
  17518. ;------------------------------------------------------------------------------
  17519. ObjectReskin GLAHoleArmsDealer GLAHole
  17520.   Draw                     = W3DModelDraw ModuleTag_01
  17521.     OkToChangeModelColor   = Yes
  17522.     ConditionState         = NONE
  17523.       Model                = UBHole
  17524.     End
  17525.     ConditionState         = DAMAGED
  17526.       Model                = UBHole_D
  17527.       ParticleSysBone      = Smoke01 SteamVent
  17528.     End
  17529.     ConditionState         = REALLYDAMAGED
  17530.       Model                = UBHole_E
  17531.       ParticleSysBone      = Smoke01 SteamVent
  17532.       ParticleSysBone      = Smoke02 SteamVent
  17533.       ParticleSysBone      = Fire01 GLAPowerPlantFlame
  17534.       ParticleSysBone      = Fire02 GLAPowerPlantFlame
  17535.       ParticleSysBone      = Fire03 GLAPowerPlantFlame
  17536.     End
  17537.   End
  17538.   Draw                     = W3DModelDraw ModuleTag_02
  17539.     OkToChangeModelColor   = Yes
  17540.     ConditionState         = NONE
  17541.       Model                = UBArmDeal_R
  17542.       ParticleSysBone      = Smoke04 SmolderingSmoke
  17543.       ParticleSysBone      = Smoke01 SmolderingSmoke
  17544.       ParticleSysBone      = Smoke03 SmolderingSmoke
  17545.     End
  17546.     ConditionState         = DAMAGED REALLYDAMAGED
  17547.       Model                = UBArmDeal_R
  17548.       ParticleSysBone      = Smoke04 SmolderingSmoke
  17549.       ParticleSysBone      = Smoke01 SmolderingSmoke
  17550.       ParticleSysBone      = Smoke03 SmolderingSmoke
  17551.     End
  17552.   End
  17553. End
  17554.  
  17555. ;------------------------------------------------------------------------------
  17556. Object ChinaWarFactory
  17557.  
  17558.   ; *** ART Parameters ***
  17559.   SelectPortrait         = SNWarFact_L
  17560.   ButtonImage            = SNWarFact
  17561.  
  17562.   ; ------------ the main factory itself -----------------
  17563.   Draw                = W3DModelDraw ModuleTag_01
  17564.     OkToChangeModelColor = Yes
  17565.     ; day
  17566.     DefaultConditionState
  17567.       Model           = NBWarFact  
  17568.     End
  17569.     ConditionState    = DAMAGED
  17570.       Model           = NBWarFact_D
  17571.       ParticleSysBone = Smoke01 SmolderingSmoke
  17572.       ParticleSysBone = Smoke02 SmolderingSmoke
  17573.       ParticleSysBone = Smoke03 SmolderingSmoke
  17574.       ParticleSysBone = Smoke04 SmolderingSmoke
  17575.       ParticleSysBone = Smoke05 SmolderingSmoke
  17576.       ParticleSysBone = Fire01  SmolderingFire
  17577.       ParticleSysBone = Fire01  SmolderingFlameCore
  17578.       ParticleSysBone = Fire02  SmolderingFire
  17579.       ParticleSysBone = Fire02  SmolderingFlameCore
  17580.     End
  17581.     ConditionState    = REALLYDAMAGED RUBBLE
  17582.       Model           = NBWarFact_E
  17583.       ParticleSysBone = Smoke01 SmolderingSmoke
  17584.       ParticleSysBone = Smoke02 SmolderingSmoke
  17585.       ParticleSysBone = Smoke03 SmolderingSmoke
  17586.       ParticleSysBone = Smoke04 SmolderingSmoke
  17587.       ParticleSysBone = Smoke05 SmolderingSmoke
  17588.       ParticleSysBone = Smoke06 SmolderingSmoke
  17589.       ParticleSysBone = Smoke07 SmolderingSmoke
  17590.       ParticleSysBone = Fire01  SmolderingFire
  17591.       ParticleSysBone = Fire01  SmolderingFlameCore
  17592.       ParticleSysBone = Fire02  SmolderingFire
  17593.       ParticleSysBone = Fire02  SmolderingFlameCore
  17594.       ParticleSysBone = Fire03  SmolderingFire
  17595.       ParticleSysBone = Fire03  SmolderingFlameCore
  17596.     End
  17597.     
  17598.     ConditionState    = SNOW
  17599.       Model           = NBWarFact_S  
  17600.     End
  17601.     ConditionState = DAMAGED SNOW
  17602.       Model           = NBWarFact_DS
  17603.       ParticleSysBone = Smoke01 SmolderingSmoke
  17604.       ParticleSysBone = Smoke02 SmolderingSmoke
  17605.       ParticleSysBone = Smoke03 SmolderingSmoke
  17606.       ParticleSysBone = Smoke04 SmolderingSmoke
  17607.       ParticleSysBone = Smoke05 SmolderingSmoke
  17608.       ParticleSysBone = Fire01  SmolderingFire
  17609.       ParticleSysBone = Fire01  SmolderingFlameCore
  17610.       ParticleSysBone = Fire02  SmolderingFire
  17611.       ParticleSysBone = Fire02  SmolderingFlameCore
  17612.     End
  17613.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  17614.       Model           = NBWarFact_ES
  17615.       ParticleSysBone = Smoke01 SmolderingSmoke
  17616.       ParticleSysBone = Smoke02 SmolderingSmoke
  17617.       ParticleSysBone = Smoke03 SmolderingSmoke
  17618.       ParticleSysBone = Smoke04 SmolderingSmoke
  17619.       ParticleSysBone = Smoke05 SmolderingSmoke
  17620.       ParticleSysBone = Smoke06 SmolderingSmoke
  17621.       ParticleSysBone = Smoke07 SmolderingSmoke
  17622.       ParticleSysBone = Fire01  SmolderingFire
  17623.       ParticleSysBone = Fire01  SmolderingFlameCore
  17624.       ParticleSysBone = Fire02  SmolderingFire
  17625.       ParticleSysBone = Fire02  SmolderingFlameCore
  17626.       ParticleSysBone = Fire03  SmolderingFire
  17627.       ParticleSysBone = Fire03  SmolderingFlameCore
  17628.     End
  17629.     
  17630.  
  17631.     ; night **********************************************
  17632.     ConditionState  = NIGHT
  17633.       Model           = NBWarFact_N     
  17634.     End
  17635.     ConditionState    = DAMAGED NIGHT
  17636.       Model           = NBWarFact_DN
  17637.       ParticleSysBone = Smoke01 SmolderingSmoke
  17638.       ParticleSysBone = Smoke02 SmolderingSmoke
  17639.       ParticleSysBone = Smoke03 SmolderingSmoke
  17640.       ParticleSysBone = Smoke04 SmolderingSmoke
  17641.       ParticleSysBone = Smoke05 SmolderingSmoke
  17642.       ParticleSysBone = Fire01  SmolderingFire
  17643.       ParticleSysBone = Fire01  SmolderingFlameCore
  17644.       ParticleSysBone = Fire02  SmolderingFire
  17645.       ParticleSysBone = Fire02  SmolderingFlameCore
  17646.     End
  17647.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT
  17648.       Model           = NBWarFact_EN
  17649.       ParticleSysBone = Smoke01 SmolderingSmoke
  17650.       ParticleSysBone = Smoke02 SmolderingSmoke
  17651.       ParticleSysBone = Smoke03 SmolderingSmoke
  17652.       ParticleSysBone = Smoke04 SmolderingSmoke
  17653.       ParticleSysBone = Smoke05 SmolderingSmoke
  17654.       ParticleSysBone = Smoke06 SmolderingSmoke
  17655.       ParticleSysBone = Smoke07 SmolderingSmoke
  17656.       ParticleSysBone = Fire01  SmolderingFire
  17657.       ParticleSysBone = Fire01  SmolderingFlameCore
  17658.       ParticleSysBone = Fire02  SmolderingFire
  17659.       ParticleSysBone = Fire02  SmolderingFlameCore
  17660.       ParticleSysBone = Fire03  SmolderingFire
  17661.       ParticleSysBone = Fire03  SmolderingFlameCore
  17662.     End
  17663.         
  17664.     ; night   SNOW
  17665.       ConditionState = NIGHT SNOW
  17666.       Model           = NBWarFact_NS   
  17667.     End
  17668.     ConditionState = DAMAGED NIGHT SNOW
  17669.       Model           = NBWarFact_DNS
  17670.       ParticleSysBone = Smoke01 SmolderingSmoke
  17671.       ParticleSysBone = Smoke02 SmolderingSmoke
  17672.       ParticleSysBone = Smoke03 SmolderingSmoke
  17673.       ParticleSysBone = Smoke04 SmolderingSmoke
  17674.       ParticleSysBone = Smoke05 SmolderingSmoke
  17675.       ParticleSysBone = Fire01  SmolderingFire
  17676.       ParticleSysBone = Fire01  SmolderingFlameCore
  17677.       ParticleSysBone = Fire02  SmolderingFire
  17678.       ParticleSysBone = Fire02  SmolderingFlameCore
  17679.     End
  17680.     ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
  17681.       Model           = NBWarFact_ENS
  17682.       ParticleSysBone = Smoke01 SmolderingSmoke
  17683.       ParticleSysBone = Smoke02 SmolderingSmoke
  17684.       ParticleSysBone = Smoke03 SmolderingSmoke
  17685.       ParticleSysBone = Smoke04 SmolderingSmoke
  17686.       ParticleSysBone = Smoke05 SmolderingSmoke
  17687.       ParticleSysBone = Smoke06 SmolderingSmoke
  17688.       ParticleSysBone = Smoke07 SmolderingSmoke
  17689.       ParticleSysBone = Fire01  SmolderingFire
  17690.       ParticleSysBone = Fire01  SmolderingFlameCore
  17691.       ParticleSysBone = Fire02  SmolderingFire
  17692.       ParticleSysBone = Fire02  SmolderingFlameCore
  17693.       ParticleSysBone = Fire03  SmolderingFire
  17694.       ParticleSysBone = Fire03  SmolderingFlameCore
  17695.     End
  17696.     
  17697.     
  17698.     ;**************************************************************************************************************************
  17699.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  17700.     ;for this draw module
  17701.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17702.       Model              = NBWarFact
  17703.       ;Animation          = NBWarFact.NBWarFact
  17704.       ;AnimationMode      = LOOP
  17705.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17706.     End
  17707.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  17708.       Model              = NBWarFact_D
  17709.       ;Animation          = NBWarFact_D.NBWarFact_D
  17710.       ;AnimationMode      = LOOP
  17711.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17712.     End
  17713.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  17714.       Model              = NBWarFact_E
  17715.       ;Animation          = NBWarFact_E.NBWarFact_E
  17716.       ;AnimationMode      = LOOP
  17717.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17718.     End
  17719.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  17720.       Model              = NBWarFact_N
  17721.       ;Animation          = NBWarFact_N.NBWarFact_N
  17722.       ;AnimationMode      = LOOP
  17723.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17724.     End
  17725.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  17726.       Model              = NBWarFact_DN
  17727.       ;Animation          = NBWarFact_DN.NBWarFact_DN
  17728.       ;AnimationMode      = LOOP
  17729.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17730.     End
  17731.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  17732.       Model              = NBWarFact_EN
  17733.       ;Animation          = NBWarFact_EN.NBWarFact_EN
  17734.       ;AnimationMode      = LOOP
  17735.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17736.     End
  17737.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  17738.       Model              = NBWarFact_S
  17739.       ;Animation          = NBWarFact_S.NBWarFact_S
  17740.       ;AnimationMode      = LOOP
  17741.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17742.     End
  17743.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  17744.       Model              = NBWarFact_DS
  17745.       ;Animation          = NBWarFact_DS.NBWarFact_DS
  17746.       ;AnimationMode      = LOOP
  17747.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17748.     End
  17749.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  17750.       Model              = NBWarFact_ES
  17751.       ;Animation          = NBWarFact_ES.NBWarFact_ES
  17752.       ;AnimationMode      = LOOP
  17753.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17754.     End
  17755.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  17756.       Model              = NBWarFact_NS
  17757.       ;Animation          = NBWarFact_NS.NBWarFact_NS
  17758.       ;AnimationMode      = LOOP
  17759.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17760.     End
  17761.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  17762.       Model              = NBWarFact_DNS
  17763.       ;Animation          = NBWarFact_DNS.NBWarFact_DNS
  17764.       ;AnimationMode      = LOOP
  17765.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17766.     End
  17767.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  17768.       Model              = NBWarFact_ENS
  17769.       ;Animation          = NBWarFact_ENS.NBWarFact_ENS
  17770.       ;AnimationMode      = LOOP
  17771.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17772.     End
  17773.  
  17774.     ConditionState       = AWAITING_CONSTRUCTION 
  17775.       Model              = NONE
  17776.     End
  17777.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  17778.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  17779.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  17780.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  17781.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  17782.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  17783.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  17784.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  17785.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  17786.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  17787.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  17788.     AliasConditionState  = SOLD 
  17789.     AliasConditionState  = SOLD DAMAGED
  17790.     AliasConditionState  = SOLD REALLYDAMAGED
  17791.     AliasConditionState  = SOLD NIGHT
  17792.     AliasConditionState  = SOLD NIGHT DAMAGED
  17793.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  17794.     AliasConditionState  = SOLD SNOW
  17795.     AliasConditionState  = SOLD SNOW DAMAGED
  17796.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  17797.     AliasConditionState  = SOLD NIGHT SNOW
  17798.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  17799.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  17800.     ;**************************************************************************************************************************
  17801.  
  17802.  
  17803.   End
  17804.   
  17805.   ; ------------------ the construction crane ------------
  17806.   Draw                   = W3DModelDraw ModuleTag_02
  17807.     OkToChangeModelColor = Yes
  17808.     ConditionState       = None
  17809.       Model              = NBWarFact_A1
  17810.       Animation          = NBWarFact_A1.NBWarFact_A1
  17811.       AnimationMode      = LOOP
  17812.       WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
  17813.     End
  17814.     ConditionState       = DAMAGED
  17815.       Model              = NBWarFact_A1D
  17816.       Animation          = NBWarFact_A1D.NBWarFact_A1D
  17817.       AnimationMode      = LOOP
  17818.       WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
  17819.     End
  17820.     ConditionState       = REALLYDAMAGED RUBBLE
  17821.       Model              = NBWarFact_A1E
  17822.       Animation          = NBWarFact_A1E.NBWarFact_A1E
  17823.       AnimationMode      = LOOP
  17824.       WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
  17825.     End
  17826.     ConditionState       = ACTIVELY_CONSTRUCTING
  17827.       Model              = NBWarFact_A2
  17828.       Animation          = NBWarFact_A2.NBWarFact_A2
  17829.       AnimationMode      = ONCE
  17830.       TransitionKey      = TransitionFinishBeforeSwitch
  17831.     End
  17832.     ConditionState       = ACTIVELY_CONSTRUCTING DAMAGED
  17833.       Model              = NBWarFact_A2D
  17834.       Animation          = NBWarFact_A2D.NBWarFact_A2D
  17835.       AnimationMode      = ONCE
  17836.       TransitionKey      = TransitionFinishBeforeSwitch
  17837.     End
  17838.     ConditionState       = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
  17839.       Model              = NBWarFact_A2E
  17840.       Animation          = NBWarFact_A2E.NBWarFact_A2E
  17841.       AnimationMode      = ONCE
  17842.       TransitionKey      = TransitionFinishBeforeSwitch
  17843.     End
  17844.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17845.       Model              = NBWarFact_A1
  17846.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  17847.     End
  17848.     ConditionState       = SOLD DAMAGED REALLYDAMAGED RUBBLE
  17849.       Model              = NONE
  17850.     End
  17851.   End
  17852.  
  17853.  
  17854.   ; ------------ construction-zone fence -----------------
  17855.   Draw                = W3DModelDraw ModuleTag_03
  17856.   AnimationsRequirePower = No
  17857.     DefaultConditionState
  17858.       Model           = None
  17859.       TransitionKey   = DOWN_DEFAULT
  17860.     End
  17861.     ConditionState    = NIGHT
  17862.       Model           = None
  17863.       TransitionKey   = DOWN_DEFAULT
  17864.     End
  17865.     ConditionState    = SNOW
  17866.       Model           = None
  17867.       TransitionKey   = DOWN_DEFAULT
  17868.     End
  17869.     ConditionState    = SNOW NIGHT
  17870.       Model           = None
  17871.       TransitionKey   = DOWN_DEFAULT
  17872.     End
  17873.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17874.       Model           = NBWarFact_A4
  17875.       Animation       = NBWarFact_A4.NBWarFact_A4
  17876.       AnimationMode   = MANUAL
  17877.       Flags           = START_FRAME_LAST
  17878.       TransitionKey   = UP_DAY
  17879.       ParticleSysBone = Smoke01 SmolderingSmoke
  17880.       ParticleSysBone =  Fire01 SmolderingFire
  17881.       ParticleSysBone = Smoke02 SmolderingSmoke
  17882.       ParticleSysBone =  Fire02 SmolderingFire
  17883.     End
  17884.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17885.       Model           = NBWarFact_A4N
  17886.       Animation       = NBWarFact_A4N.NBWarFact_A4N
  17887.       AnimationMode   = MANUAL
  17888.       Flags           = START_FRAME_LAST
  17889.       TransitionKey   = UP_NIGHT
  17890.       ParticleSysBone = Smoke01 SmolderingSmoke
  17891.       ParticleSysBone =  Fire01 SmolderingFire
  17892.       ParticleSysBone = Smoke02 SmolderingSmoke
  17893.       ParticleSysBone =  Fire02 SmolderingFire
  17894.     End
  17895.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17896.       Model           = NBWarFact_A4S
  17897.       Animation       = NBWarFact_A4S.NBWarFact_A4S
  17898.       AnimationMode   = MANUAL
  17899.       Flags           = START_FRAME_LAST
  17900.       TransitionKey   = UP_SNOW
  17901.       ParticleSysBone = Smoke01 SmolderingSmoke
  17902.       ParticleSysBone =  Fire01 SmolderingFire
  17903.       ParticleSysBone = Smoke02 SmolderingSmoke
  17904.       ParticleSysBone =  Fire02 SmolderingFire
  17905.     End
  17906.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  17907.       Model           = NBWarFact_A4SN
  17908.       Animation       = NBWarFact_A4SN.NBWarFact_A4SN
  17909.       AnimationMode   = MANUAL
  17910.       Flags           = START_FRAME_LAST
  17911.       TransitionKey   = UP_SNOWNIGHT
  17912.       ParticleSysBone = Smoke01 SmolderingSmoke
  17913.       ParticleSysBone =  Fire01 SmolderingFire
  17914.       ParticleSysBone = Smoke02 SmolderingSmoke
  17915.       ParticleSysBone =  Fire02 SmolderingFire
  17916.     End
  17917.     TransitionState   = DOWN_DEFAULT UP_DAY
  17918.       Model           = NBWarFact_A4
  17919.       Animation       = NBWarFact_A4.NBWarFact_A4
  17920.       AnimationMode   = ONCE
  17921.       AnimationSpeedFactorRange = 1.0 1.0
  17922.       Flags           = START_FRAME_FIRST
  17923.     End
  17924.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  17925.       Model           = NBWarFact_A4N
  17926.       Animation       = NBWarFact_A4N.NBWarFact_A4N
  17927.       AnimationMode   = ONCE
  17928.       AnimationSpeedFactorRange = 1.0 1.0
  17929.       Flags           = START_FRAME_FIRST
  17930.     End
  17931.     TransitionState   = DOWN_DEFAULT UP_SNOW
  17932.       Model           = NBWarFact_A4S
  17933.       Animation       = NBWarFact_A4S.NBWarFact_A4S
  17934.       AnimationMode   = ONCE
  17935.       AnimationSpeedFactorRange = 1.0 1.0
  17936.       Flags           = START_FRAME_FIRST
  17937.     End
  17938.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  17939.       Model           = NBWarFact_A4SN
  17940.       Animation       = NBWarFact_A4SN.NBWarFact_A4SN
  17941.       AnimationMode   = ONCE
  17942.       AnimationSpeedFactorRange = 1.0 1.0
  17943.       Flags           = START_FRAME_FIRST
  17944.     End
  17945.     TransitionState   = UP_DAY DOWN_DEFAULT
  17946.       Model           = NBWarFact_A4
  17947.       Animation       = NBWarFact_A4.NBWarFact_A4
  17948.       AnimationMode   = ONCE_BACKWARDS
  17949.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17950.       Flags           = START_FRAME_LAST
  17951.     End
  17952.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  17953.       Model           = NBWarFact_A4N
  17954.       Animation       = NBWarFact_A4N.NBWarFact_A4N
  17955.       AnimationMode   = ONCE_BACKWARDS
  17956.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17957.       Flags           = START_FRAME_LAST
  17958.     End
  17959.     TransitionState   = UP_SNOW DOWN_DEFAULT
  17960.       Model           = NBWarFact_A4S
  17961.       Animation       = NBWarFact_A4S.NBWarFact_A4S
  17962.       AnimationMode   = ONCE_BACKWARDS
  17963.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17964.       Flags           = START_FRAME_LAST
  17965.     End
  17966.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  17967.       Model           = NBWarFact_A4SN
  17968.       Animation       = NBWarFact_A4SN.NBWarFact_A4SN
  17969.       AnimationMode   = ONCE_BACKWARDS
  17970.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  17971.       Flags           = START_FRAME_LAST
  17972.     End
  17973.   End
  17974.  
  17975.   ; ------------ under-construction scaffolding -----------------
  17976.   Draw                 = W3DModelDraw ModuleTag_04
  17977.   AnimationsRequirePower = No
  17978.     MinLODRequired = MEDIUM
  17979.     DefaultConditionState
  17980.       Model            = None
  17981.       TransitionKey    = DOWN_DEFAULT
  17982.     End
  17983.     ConditionState     = NIGHT
  17984.       Model            = None
  17985.       TransitionKey    = DOWN_DEFAULT
  17986.     End
  17987.     ConditionState     = SNOW
  17988.       Model            = None
  17989.       TransitionKey    = DOWN_DEFAULT
  17990.     End
  17991.     ConditionState     = SNOW NIGHT
  17992.       Model            = None
  17993.       TransitionKey    = DOWN_DEFAULT
  17994.     End
  17995.     ConditionState     = PARTIALLY_CONSTRUCTED
  17996.       Model            = NBWarFact_A6
  17997.       Animation        = NBWarFact_A6.NBWarFact_A6
  17998.       AnimationMode    = MANUAL
  17999.       Flags            = START_FRAME_LAST
  18000.       TransitionKey    = UP_DAY
  18001.       ParticleSysBone  = Dust01 BuildingDustChina
  18002.       ParticleSysBone  = Smoke01 BuildUpSmokeChina
  18003.       ParticleSysBone  = Smoke02 BuildUpSmokeChina
  18004.       ParticleSysBone  = Smoke03 BuildUpSmokeChina
  18005.       ParticleSysBone  = Smoke04 BuildUpSmokeChina
  18006.       ParticleSysBone  = Smoke05 BuildUpSmokeChina
  18007.     End
  18008.     ConditionState     = NIGHT PARTIALLY_CONSTRUCTED
  18009.       Model            = NBWarFact_A6N
  18010.       Animation        = NBWarFact_A6N.NBWarFact_A6N
  18011.       AnimationMode    = MANUAL
  18012.       Flags            = START_FRAME_LAST
  18013.       TransitionKey    = UP_NIGHT
  18014.       ParticleSysBone  = Dust01 BuildingDustChina
  18015.       ParticleSysBone  = Smoke01 BuildUpSmokeChina
  18016.       ParticleSysBone  = Smoke02 BuildUpSmokeChina
  18017.       ParticleSysBone  = Smoke03 BuildUpSmokeChina
  18018.       ParticleSysBone  = Smoke04 BuildUpSmokeChina
  18019.       ParticleSysBone  = Smoke05 BuildUpSmokeChina
  18020.     End
  18021.     ConditionState     = SNOW PARTIALLY_CONSTRUCTED
  18022.       Model            = NBWarFact_A6S
  18023.       Animation        = NBWarFact_A6S.NBWarFact_A6S
  18024.       AnimationMode    = MANUAL
  18025.       Flags            = START_FRAME_LAST
  18026.       TransitionKey    = UP_SNOW
  18027.       ParticleSysBone  = Dust01 BuildingSnowDust
  18028.       ParticleSysBone  = Smoke01 BuildUpSnowSmoke
  18029.       ParticleSysBone  = Smoke02 BuildUpSnowSmoke
  18030.       ParticleSysBone  = Smoke03 BuildUpSnowSmoke
  18031.       ParticleSysBone  = Smoke04 BuildUpSnowSmoke
  18032.       ParticleSysBone  = Smoke05 BuildUpSnowSmoke
  18033.     End
  18034.     ConditionState     = SNOW NIGHT PARTIALLY_CONSTRUCTED
  18035.       Model            = NBWarFact_A6SN
  18036.       Animation        = NBWarFact_A6SN.NBWarFact_A6SN
  18037.       AnimationMode    = MANUAL
  18038.       Flags            = START_FRAME_LAST
  18039.       TransitionKey    = UP_SNOWNIGHT
  18040.       ParticleSysBone  = Dust01 BuildingNightSnowDust
  18041.       ParticleSysBone  = Smoke01 BuildUpNightSnowSmoke
  18042.       ParticleSysBone  = Smoke02 BuildUpNightSnowSmoke
  18043.       ParticleSysBone  = Smoke03 BuildUpNightSnowSmoke
  18044.       ParticleSysBone  = Smoke04 BuildUpNightSnowSmoke
  18045.       ParticleSysBone  = Smoke05 BuildUpNightSnowSmoke
  18046.     End
  18047.     TransitionState    = DOWN_DEFAULT UP_DAY
  18048.      Model             = NBWarFact_A6
  18049.       Animation        = NBWarFact_A6.NBWarFact_A6
  18050.       AnimationMode    = ONCE
  18051.       AnimationSpeedFactorRange = 1.0 1.0
  18052.       Flags            = START_FRAME_FIRST
  18053.     End
  18054.     TransitionState    = DOWN_DEFAULT UP_NIGHT
  18055.      Model             = NBWarFact_A6N
  18056.       Animation        = NBWarFact_A6N.NBWarFact_A6N
  18057.       AnimationMode    = ONCE
  18058.       AnimationSpeedFactorRange = 1.0 1.0
  18059.       Flags            = START_FRAME_FIRST
  18060.     End
  18061.     TransitionState    = DOWN_DEFAULT UP_SNOW
  18062.      Model             = NBWarFact_A6S
  18063.       Animation        = NBWarFact_A6S.NBWarFact_A6S
  18064.       AnimationMode    = ONCE
  18065.       AnimationSpeedFactorRange = 1.0 1.0
  18066.       Flags            = START_FRAME_FIRST
  18067.     End
  18068.     TransitionState    = DOWN_DEFAULT UP_SNOWNIGHT
  18069.      Model             = NBWarFact_A6SN
  18070.       Animation        = NBWarFact_A6SN.NBWarFact_A6SN
  18071.       AnimationMode    = ONCE
  18072.       AnimationSpeedFactorRange = 1.0 1.0
  18073.       Flags            = START_FRAME_FIRST
  18074.     End
  18075.     TransitionState    = UP_DAY DOWN_DEFAULT
  18076.       Model            = NBWarFact_A6
  18077.       Animation        = NBWarFact_A6.NBWarFact_A6
  18078.       AnimationMode    = ONCE_BACKWARDS
  18079.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  18080.       Flags            = START_FRAME_LAST
  18081.     End
  18082.     TransitionState    = UP_NIGHT DOWN_DEFAULT
  18083.       Model            = NBWarFact_A6N
  18084.       Animation        = NBWarFact_A6N.NBWarFact_A6N
  18085.       AnimationMode    = ONCE_BACKWARDS
  18086.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  18087.       Flags            = START_FRAME_LAST
  18088.     End
  18089.     TransitionState    = UP_SNOW DOWN_DEFAULT
  18090.       Model            = NBWarFact_A6S
  18091.       Animation        = NBWarFact_A6S.NBWarFact_A6S
  18092.       AnimationMode    = ONCE_BACKWARDS
  18093.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  18094.       Flags            = START_FRAME_LAST
  18095.     End
  18096.     TransitionState    = UP_SNOWNIGHT DOWN_DEFAULT
  18097.       Model            = NBWarFact_A6SN
  18098.       Animation        = NBWarFact_A6SN.NBWarFact_A6SN
  18099.       AnimationMode    = ONCE_BACKWARDS
  18100.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  18101.       Flags            = START_FRAME_LAST
  18102.     End
  18103.   End
  18104.  
  18105.   ; ------------------ the construction conveyor belt ------------
  18106.   Draw = W3DModelDraw ModuleTag_05
  18107.     OkToChangeModelColor = Yes
  18108.     DefaultConditionState
  18109.       Model           = NBWarFact_A7
  18110.       Animation       = NBWarFact_A7.NBWarFact_A7
  18111.       AnimationMode   = LOOP
  18112.     ;  Flags           = START_FRAME_FIRST
  18113.     End
  18114.     AliasConditionState = NIGHT
  18115.     AliasConditionState = SNOW
  18116.     AliasConditionState = SNOW NIGHT
  18117.     AliasConditionState = NIGHT DAMAGED
  18118.     AliasConditionState = SNOW DAMAGED
  18119.     AliasConditionState = SNOW NIGHT DAMAGED
  18120.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  18121.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  18122.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
  18123.     
  18124.     ConditionState    = ACTIVELY_CONSTRUCTING
  18125.       Model           = NBWarFact_A7
  18126.       Animation       = NBWarFact_A7.NBWarFact_A7
  18127.       AnimationMode   = LOOP
  18128.     ;  Flags           = START_FRAME_FIRST
  18129.     End
  18130.     AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING
  18131.     AliasConditionState = SNOW ACTIVELY_CONSTRUCTING
  18132.     AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING
  18133.     AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING
  18134.     AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING
  18135.     AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING
  18136.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
  18137.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
  18138.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
  18139.  
  18140.     ;**************************************************************************************************************************
  18141.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  18142.     ;for this draw module
  18143.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  18144.       Model              = NBWarFact_A7
  18145.       Animation          = NBWarFact_A7.NBWarFact_A7
  18146.       AnimationMode      = LOOP
  18147.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  18148.     End
  18149.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  18150.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  18151.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  18152.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  18153.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  18154.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  18155.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  18156.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  18157.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  18158.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  18159.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  18160.     
  18161.     ConditionState       = AWAITING_CONSTRUCTION 
  18162.       Model              = NONE
  18163.     End
  18164.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  18165.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  18166.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  18167.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  18168.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  18169.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  18170.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  18171.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  18172.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  18173.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  18174.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  18175.     AliasConditionState  = SOLD DAMAGED
  18176.     AliasConditionState  = SOLD REALLYDAMAGED
  18177.     AliasConditionState  = SOLD NIGHT
  18178.     AliasConditionState  = SOLD NIGHT DAMAGED
  18179.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  18180.     AliasConditionState  = SOLD SNOW
  18181.     AliasConditionState  = SOLD SNOW DAMAGED
  18182.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  18183.     AliasConditionState  = SOLD NIGHT SNOW
  18184.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  18185.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  18186.     ;**************************************************************************************************************************
  18187.   End
  18188.  
  18189.   ; ----------------- the factory door -------------------
  18190.   Draw = W3DModelDraw ModuleTag_06
  18191.     DefaultConditionState
  18192.       Model           = NBWarFact_A8
  18193.       Animation       = NBWarFact_A8.NBWarFact_A8
  18194.       AnimationMode   = MANUAL
  18195.       Flags           = START_FRAME_FIRST
  18196.     End
  18197.     AliasConditionState = NIGHT 
  18198.     AliasConditionState = SNOW
  18199.     AliasConditionState = NIGHT SNOW
  18200.  
  18201.     ConditionState    = DAMAGED
  18202.       Model           = NBWarFact_A8D
  18203.       Animation       = NBWarFact_A8D.NBWarFact_A8D
  18204.       AnimationMode   = MANUAL
  18205.       Flags           = START_FRAME_FIRST
  18206.     End
  18207.     AliasConditionState = NIGHT DAMAGED
  18208.     AliasConditionState = SNOW DAMAGED
  18209.     AliasConditionState = NIGHT SNOW DAMAGED
  18210.  
  18211.     ConditionState    = REALLYDAMAGED RUBBLE
  18212.       Model           = NBWarFact_A8E
  18213.       Animation       = NBWarFact_A8E.NBWarFact_A8E
  18214.       AnimationMode   = MANUAL
  18215.       Flags           = START_FRAME_FIRST
  18216.     End
  18217.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  18218.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  18219.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  18220.     
  18221.     ConditionState    = DOOR_1_OPENING
  18222.       Model           = NBWarFact_A8
  18223.       Animation       = NBWarFact_A8.NBWarFact_A8
  18224.       AnimationMode   = ONCE
  18225.       Flags           = START_FRAME_FIRST
  18226.     End  
  18227.     AliasConditionState = NIGHT DOOR_1_OPENING
  18228.     AliasConditionState = SNOW DOOR_1_OPENING
  18229.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING
  18230.      
  18231.  
  18232.     ConditionState    = DOOR_1_OPENING DAMAGED
  18233.       Model           = NBWarFact_A8D
  18234.       Animation       = NBWarFact_A8D.NBWarFact_A8D
  18235.       AnimationMode   = ONCE
  18236.       Flags           = START_FRAME_FIRST
  18237.    End   
  18238.    AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
  18239.    AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
  18240.    AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
  18241.  
  18242.     ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
  18243.       Model           = NBWarFact_A8E
  18244.       Animation       = NBWarFact_A8E.NBWarFact_A8E
  18245.       AnimationMode   = ONCE
  18246.       Flags           = START_FRAME_FIRST
  18247.     End
  18248.     AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
  18249.     AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
  18250.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
  18251.  
  18252.     ConditionState    = DOOR_1_CLOSING
  18253.       Model           = NBWarFact_A8
  18254.       Animation       = NBWarFact_A8.NBWarFact_A8
  18255.       AnimationMode   = ONCE_BACKWARDS
  18256.       Flags           = START_FRAME_LAST
  18257.     End   
  18258.     AliasConditionState = NIGHT DOOR_1_CLOSING
  18259.     AliasConditionState = SNOW DOOR_1_CLOSING
  18260.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
  18261.     
  18262.  
  18263.     ConditionState    = DOOR_1_CLOSING DAMAGED
  18264.       Model           = NBWarFact_A8D
  18265.       Animation       = NBWarFact_A8D.NBWarFact_A8D
  18266.       AnimationMode   = ONCE_BACKWARDS
  18267.       Flags           = START_FRAME_LAST
  18268.     End   
  18269.     AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
  18270.     AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
  18271.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
  18272.  
  18273.     ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  18274.       Model           = NBWarFact_A8E
  18275.       Animation       = NBWarFact_A8E.NBWarFact_A8E
  18276.       AnimationMode   = ONCE_BACKWARDS
  18277.       Flags           = START_FRAME_LAST
  18278.     End   
  18279.     AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  18280.     AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  18281.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  18282.  
  18283.     ConditionState    = DOOR_1_WAITING_OPEN
  18284.       Model           = NBWarFact_A8
  18285.       Animation       = NBWarFact_A8.NBWarFact_A8
  18286.       AnimationMode   = MANUAL
  18287.       Flags           = START_FRAME_LAST
  18288.     End  
  18289.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
  18290.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN
  18291.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
  18292.      
  18293.  
  18294.     ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
  18295.       Model           = NBWarFact_A8D
  18296.       Animation       = NBWarFact_A8D.NBWarFact_A8D
  18297.       AnimationMode   = MANUAL
  18298.       Flags           = START_FRAME_LAST
  18299.     End   
  18300.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
  18301.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
  18302.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
  18303.  
  18304.     ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  18305.       Model           = NBWarFact_A8E
  18306.       Animation       = NBWarFact_A8E.NBWarFact_A8E
  18307.       AnimationMode   = MANUAL
  18308.       Flags           = START_FRAME_LAST
  18309.     End   
  18310.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  18311.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  18312.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  18313.     
  18314.     
  18315.     ;**************************************************************************************************************************
  18316.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  18317.     ;for this draw module
  18318.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  18319.       Model              = NBWarFact_A8
  18320.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  18321.     End
  18322.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  18323.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  18324.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  18325.     
  18326.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  18327.       Model              = NBWarFact_A8D
  18328.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  18329.     End
  18330.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  18331.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  18332.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  18333.     
  18334.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  18335.       Model              = NBWarFact_A8E
  18336.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  18337.     End
  18338.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  18339.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  18340.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  18341.  
  18342.     
  18343.     
  18344.     ConditionState       = AWAITING_CONSTRUCTION 
  18345.       Model              = NONE
  18346.     End
  18347.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  18348.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  18349.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  18350.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  18351.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  18352.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  18353.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  18354.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  18355.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  18356.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  18357.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  18358.     AliasConditionState  = SOLD 
  18359.     AliasConditionState  = SOLD DAMAGED
  18360.     AliasConditionState  = SOLD REALLYDAMAGED
  18361.     AliasConditionState  = SOLD NIGHT
  18362.     AliasConditionState  = SOLD NIGHT DAMAGED
  18363.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  18364.     AliasConditionState  = SOLD SNOW
  18365.     AliasConditionState  = SOLD SNOW DAMAGED
  18366.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  18367.     AliasConditionState  = SOLD NIGHT SNOW
  18368.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  18369.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  18370.     ;**************************************************************************************************************************
  18371.     
  18372.     
  18373.   End
  18374.  
  18375.   ; ------------ being-constructed crane -----------------
  18376.   Draw = W3DModelDraw ModuleTag_07
  18377.   AnimationsRequirePower = No
  18378.     DefaultConditionState
  18379.       Model           = None
  18380.       TransitionKey   = DOWN_DEFAULT
  18381.     End
  18382.     ConditionState    = NIGHT
  18383.       Model           = None
  18384.       TransitionKey   = DOWN_DEFAULT
  18385.     End
  18386.     ConditionState    = SNOW
  18387.       Model           = None
  18388.       TransitionKey   = DOWN_DEFAULT
  18389.     End
  18390.     ConditionState    = SNOW NIGHT
  18391.       Model           = None
  18392.       TransitionKey   = DOWN_DEFAULT
  18393.     End
  18394.     ConditionState    = SOLD
  18395.       Model           = NONE
  18396.     End
  18397.  
  18398.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  18399.       Model           = NBWarFact_A5
  18400.       Animation       = NBWarFact_A5.NBWarFact_A5
  18401.       AnimationMode   = LOOP
  18402.       TransitionKey  = UP_DAY
  18403.     End
  18404.  
  18405.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  18406.       Model           = NBWarFact_A5N
  18407.       Animation       = NBWarFact_A5N.NBWarFact_A5N
  18408.       AnimationMode   = LOOP
  18409.       TransitionKey  = UP_NIGHT
  18410.     End
  18411.  
  18412.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  18413.       Model           = NBWarFact_A5S
  18414.       Animation       = NBWarFact_A5S.NBWarFact_A5S
  18415.       AnimationMode   = LOOP
  18416.       TransitionKey  = UP_SNOW
  18417.     End
  18418.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  18419.       Model           = NBWarFact_A5SN
  18420.       Animation       = NBWarFact_A5SN.NBWarFact_A5SN
  18421.       AnimationMode   = LOOP
  18422.       TransitionKey  = UP_SNOWNIGHT
  18423.     End
  18424.     TransitionState   = DOWN_DEFAULT UP_DAY
  18425.       Model            = NBWarFact_AB
  18426.       Animation       = NBWarFact_AB.NBWarFact_AB
  18427.       AnimationMode   = ONCE
  18428.       AnimationSpeedFactorRange = 1.0 1.0
  18429.       Flags           = START_FRAME_FIRST
  18430.     End
  18431.  
  18432.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  18433.       Model            = NBWarFact_ABN
  18434.       Animation       = NBWarFact_ABN.NBWarFact_ABN
  18435.       AnimationMode   = ONCE
  18436.       AnimationSpeedFactorRange = 1.0 1.0
  18437.       Flags           = START_FRAME_FIRST
  18438.     End
  18439.     TransitionState   = DOWN_DEFAULT UP_SNOW
  18440.       Model            = NBWarFact_ABS
  18441.       Animation       = NBWarFact_ABS.NBWarFact_ABS
  18442.       AnimationMode   = ONCE
  18443.       AnimationSpeedFactorRange = 1.0 1.0
  18444.       Flags           = START_FRAME_FIRST
  18445.     End
  18446.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  18447.       Model            = NBWarFact_ABSN
  18448.       Animation       = NBWarFact_ABSN.NBWarFact_ABSN
  18449.       AnimationMode   = ONCE
  18450.       AnimationSpeedFactorRange = 1.0 1.0
  18451.       Flags           = START_FRAME_FIRST
  18452.     End
  18453.     TransitionState   = UP_DAY DOWN_DEFAULT
  18454.       Model            = NBWarFact_AB
  18455.       Animation       = NBWarFact_AB.NBWarFact_AB
  18456.       AnimationMode   = ONCE_BACKWARDS
  18457.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  18458.       Flags           = START_FRAME_LAST
  18459.     End
  18460.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  18461.       Model            = NBWarFact_ABN
  18462.       Animation       = NBWarFact_ABN.NBWarFact_ABN
  18463.       AnimationMode   = ONCE_BACKWARDS
  18464.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  18465.       Flags           = START_FRAME_LAST
  18466.     End
  18467.     TransitionState   = UP_SNOW DOWN_DEFAULT
  18468.       Model            = NBWarFact_ABS
  18469.       Animation       = NBWarFact_ABS.NBWarFact_ABS
  18470.       AnimationMode   = ONCE_BACKWARDS
  18471.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  18472.       Flags           = START_FRAME_LAST
  18473.     End
  18474.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  18475.       Model            = NBWarFact_ABSN
  18476.       Animation       = NBWarFact_ABSN.NBWarFact_ABSN
  18477.       AnimationMode   = ONCE_BACKWARDS
  18478.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  18479.       Flags           = START_FRAME_LAST
  18480.     End
  18481.   End
  18482.  
  18483.   PlacementViewAngle = -135
  18484.  
  18485.   ; ***DESIGN parameters ***
  18486.   DisplayName      = OBJECT:WarFactory
  18487.   Side             = China
  18488.   EditorSorting    = STRUCTURE
  18489.   Prerequisites
  18490.     Object = ChinaSupplyCenter
  18491.   End
  18492.   BuildCost        = 2000
  18493.   BuildTime        = 15.0           ; in seconds
  18494.   EnergyProduction = -1
  18495.   CommandSet       = ChinaWarFactoryCommandSet
  18496.   VisionRange      = 200.0           ; Shroud clearing distance
  18497.   ShroudClearingRange = 200
  18498.   ArmorSet
  18499.     Conditions      = None
  18500.     Armor           = StructureArmor
  18501.     DamageFX        = StructureDamageFXNoShake
  18502.   End
  18503.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  18504.  
  18505.   ; *** AUDIO Parameters ***
  18506.   VoiceSelect = WarFactoryChinaSelect
  18507.   SoundDie              = BuildingDie
  18508.   SoundOnDamaged        = BuildingDamagedStateLight
  18509.   SoundOnReallyDamaged  = BuildingDestroy
  18510.  
  18511.   UnitSpecificSounds
  18512.     UnderConstruction     = UnderConstructionLoop
  18513.   End
  18514.  
  18515.   ; *** ENGINEERING Parameters ***
  18516.   RadarPriority   = STRUCTURE
  18517.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
  18518.   Body            = StructureBody ModuleTag_08
  18519.     MaxHealth       = 2000.0
  18520.  
  18521.     InitialHealth   = 2000.0
  18522.   End
  18523.  
  18524.   Behavior = DestroyDie ModuleTag_09
  18525.     ;nothing
  18526.   End
  18527.   Behavior             = CreateObjectDie ModuleTag_10
  18528.     CreationList  = OCL_LargeStructureDebris
  18529.   End
  18530.   Behavior             = FXListDie ModuleTag_11
  18531.     DeathFX       = FX_StructureMediumDeath
  18532.   End
  18533.  
  18534.   Behavior = ProductionUpdate ModuleTag_12
  18535.     NumDoorAnimations            = 1
  18536.     DoorOpeningTime              = 4000  ;in mSeconds
  18537.     DoorWaitOpenTime             = 2000  ;in mSeconds
  18538.     DoorCloseTime                = 5000  ;in mSeconds
  18539.     ConstructionCompleteDuration = 1500  ;in mSeconds
  18540.   End
  18541.   Behavior = DefaultProductionExitUpdate ModuleTag_13
  18542.     UnitCreatePoint   = X:  0.0  Y:-27.0   Z:0.0
  18543.     NaturalRallyPoint = X: 57.0  Y:-27.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  18544.   End
  18545.   Behavior = RepairDockUpdate ModuleTag_14
  18546.     TimeForFullHeal   = 5000   ;(in milliseconds)     
  18547.     NumberApproachPositions = 5
  18548.   End
  18549.  
  18550.   Behavior = FlammableUpdate ModuleTag_16
  18551.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  18552.     AflameDamageAmount = 5       ; taking this much damage...
  18553.     AflameDamageDelay = 500       ; this often.
  18554.   End
  18555.  
  18556.   Behavior = GenerateMinefieldBehavior     ModuleTag_22
  18557.     TriggeredBy           = Upgrade_ChinaMines
  18558.     MineName              = ChinaStandardMine
  18559.     SmartBorder           = Yes
  18560.     AlwaysCircular        = Yes
  18561.   End
  18562.  
  18563.   Behavior = TransitionDamageFX ModuleTag_23
  18564.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  18565.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  18566.     ;---------------------------------------------------------------------------------------
  18567.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  18568.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  18569.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  18570.   End
  18571.  
  18572.   Geometry            = BOX
  18573.   GeometryMajorRadius = 57.0
  18574.   GeometryMinorRadius = 61.0
  18575.   GeometryHeight      = 30.0
  18576.   GeometryIsSmall     = No
  18577.   FactoryExitWidth    = 25 
  18578.   Shadow          = SHADOW_VOLUME
  18579.   BuildCompletion = PLACED_BY_PLAYER
  18580.  
  18581. End
  18582.  
  18583. ;------------------------------------------------------------------------------
  18584. Object ChinaWall
  18585.  
  18586.   ; *** ART Parameters ***
  18587.   SelectPortrait         = SNWall_L
  18588.   ButtonImage            = SNWall
  18589.   Draw = W3DModelDraw ModuleTag_01
  18590.     OkToChangeModelColor = Yes
  18591.  
  18592.     ; day
  18593.     DefaultConditionState
  18594.       Model         = NBWall02Y
  18595.     End
  18596.     ConditionState = DAMAGED
  18597.       Model         = NBWall02Y_D
  18598.     End
  18599.     ConditionState = REALLYDAMAGED RUBBLE
  18600.       Model         = NBWall02Y_E
  18601.     End
  18602.     
  18603.     ConditionState = SNOW
  18604.       Model         = NBWall02Y_S
  18605.     End
  18606.     ConditionState = DAMAGED SNOW
  18607.       Model         = NBWall02Y_DS
  18608.     End
  18609.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  18610.       Model         = NBWall02Y_ES
  18611.     End
  18612.     
  18613.   End
  18614.  
  18615.   ; ***DESIGN parameters ***
  18616.   DisplayName      = OBJECT:ConcreteWall
  18617.   Side = China
  18618.   EditorSorting    = STRUCTURE
  18619.  
  18620.   BuildCost           = 100
  18621.   BuildTime           = 2.0           ; in seconds
  18622.   VisionRange         = 150.0           ; Shroud clearing distance
  18623.   ShroudClearingRange = 150
  18624.   ArmorSet
  18625.     Conditions      = None
  18626.     Armor           = StructureArmor
  18627.     DamageFX        = StructureDamageFXNoShake
  18628.   End
  18629.   ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  18630.  
  18631.   FenceWidth      = 9  ; Spacing used by the fence tool in worldbuilder.
  18632.   FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
  18633.   CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  18634.  
  18635.   ; *** AUDIO Parameters ***
  18636.   VoiceSelect = NoSound
  18637.  
  18638.   ; *** ENGINEERING Parameters ***
  18639.   KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
  18640.   Body            = StructureBody ModuleTag_02
  18641.     MaxHealth       = 1000.0
  18642.     InitialHealth   = 1000.0
  18643.  
  18644.   End
  18645.  
  18646.   Behavior                 = DestroyDie ModuleTag_03
  18647.     ; none
  18648.   End
  18649.   Behavior                 = CreateObjectDie ModuleTag_04
  18650.     CreationList      = OCL_GenericWallSegmentDebris
  18651.   End
  18652.   Behavior                 = FXListDie ModuleTag_05
  18653.     DeathFX           = FX_GenericWallSegmentDeath
  18654.   End
  18655.  
  18656.   Geometry            = BOX
  18657.   GeometryMajorRadius = 4.0
  18658.   GeometryMinorRadius = 6.0
  18659.   GeometryHeight      = 12.0
  18660.   GeometryIsSmall     = No
  18661.   Shadow          = SHADOW_VOLUME
  18662.   BuildCompletion = PLACED_BY_PLAYER
  18663.  
  18664. End
  18665.  
  18666. ;------------------------------------------------------------------------------
  18667. Object AmericaWall
  18668.  
  18669.   ; *** ART Parameters ***
  18670.   SelectPortrait         = SAFence_L
  18671.   ButtonImage            = SAFence
  18672.   Draw = W3DModelDraw ModuleTag_01
  18673.     OkToChangeModelColor = Yes
  18674.  
  18675.     ; day
  18676.     ConditionState    = NONE
  18677.       Model           = ABSecWallY
  18678.     End
  18679.     ConditionState    = DAMAGED
  18680.       Model           = ABSecWallY_D
  18681.       ParticleSysBone = SparkS01 SparksSmall
  18682.     End
  18683.     ConditionState    = REALLYDAMAGED RUBBLE
  18684.       Model           = ABSecWallY_E
  18685.       Animation       = ABSecWallY_E.ABSecWallY_E
  18686.       AnimationMode   = LOOP
  18687.       ParticleSysBone = SparkM01 SparksMedium
  18688.       ParticleSysBone = SparkM02 SparksMedium
  18689.     End
  18690.   End
  18691.  
  18692.   ; ***DESIGN parameters ***
  18693.   DisplayName      = OBJECT:SecurityFence
  18694.   Side = America
  18695.   EditorSorting    = STRUCTURE
  18696.  
  18697.   BuildCost           = 100
  18698.   BuildTime           = 1.0             ; in seconds
  18699.   VisionRange         = 150.0           ; Shroud clearing distance
  18700.   ShroudClearingRange = 150
  18701.   ArmorSet
  18702.     Conditions      = None
  18703.     Armor           = WallArmor
  18704.     DamageFX        = StructureDamageFXNoShake
  18705.   End
  18706.   ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  18707.  
  18708.   FenceWidth      = 19  ; Spacing used by the fence tool in worldbuilder.
  18709.   FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
  18710.   CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  18711.  
  18712.   ; *** AUDIO Parameters ***
  18713.   VoiceSelect = NoSound
  18714.  
  18715.   ; *** ENGINEERING Parameters ***
  18716.   KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE DEFENSIVE_WALL
  18717.   Body            = StructureBody ModuleTag_02
  18718.     MaxHealth       = 1000.0
  18719.     InitialHealth   = 1000.0
  18720.   End
  18721.  
  18722.   Behavior                 = DestroyDie ModuleTag_03
  18723.     DeathTypes = ALL -TOPPLED
  18724.   End
  18725.   Behavior                 = CreateObjectDie ModuleTag_04
  18726.     DeathTypes = ALL -TOPPLED
  18727.     CreationList      = OCL_GenericWallSegmentDebris
  18728.   End
  18729.   Behavior                 = FXListDie ModuleTag_05
  18730.     DeathTypes = ALL -TOPPLED
  18731.     DeathFX           = FX_GenericWallSegmentDeath
  18732.   End
  18733.  
  18734.   Geometry            = BOX
  18735.   GeometryMajorRadius = 14.0
  18736.   GeometryMinorRadius = 3.0
  18737.   GeometryHeight      = 20.0
  18738.   GeometryIsSmall     = No
  18739.   Shadow          = SHADOW_VOLUME
  18740.   BuildCompletion = PLACED_BY_PLAYER
  18741.  
  18742. End
  18743.  
  18744. ;------------------------------------------------------------------------------
  18745. ;Added for the Hub piece
  18746. Object AmericaWallHub
  18747.  
  18748.   ; *** ART Parameters ***
  18749.   SelectPortrait         = SAFence_L
  18750.   ButtonImage            = SAFence
  18751.   Draw = W3DModelDraw ModuleTag_01
  18752.     OkToChangeModelColor = Yes
  18753.  
  18754.     ; day
  18755.     ConditionState      = NONE
  18756.       Model             = ABSecWallX
  18757.     End
  18758.     ConditionState    = DAMAGED
  18759.       Model             = ABSecWallX_D
  18760.       ParticleSysBone   = SparkS01 SparksSmall
  18761.     End
  18762.     ConditionState      = REALLYDAMAGED RUBBLE
  18763.       Model             = ABSecWallX_E
  18764.       ParticleSysBone   = SmokeM01 SmokeFactionMedium
  18765.       ;ParticleSysBone  = FireM01 FireFactionMedium
  18766.       ParticleSysBone   = SparkM01 SparksMedium
  18767.     End
  18768.   End
  18769.  
  18770.   ; ***DESIGN parameters ***
  18771.   DisplayName      = OBJECT:Wall
  18772.   Side = America
  18773.   EditorSorting    = STRUCTURE
  18774.   Prerequisites
  18775.     Object = AmericaBarracks
  18776.   End
  18777.   BuildCost        = 50
  18778.   BuildTime        = 2.0           ; in seconds
  18779.   VisionRange      = 150.0           ; Shroud clearing distance
  18780.   ShroudClearingRange = 150
  18781.   ArmorSet
  18782.     Conditions      = None
  18783.     Armor           = StructureArmor
  18784.     DamageFX        = StructureDamageFXNoShake
  18785.   End
  18786.   ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  18787.  
  18788.   FenceWidth      = 6  ; Spacing used by the fence tool in worldbuilder.
  18789.   FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
  18790.   CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  18791.  
  18792.   ; *** AUDIO Parameters ***
  18793.   VoiceSelect = NoSound
  18794.  
  18795.   ; *** ENGINEERING Parameters ***
  18796.   KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
  18797.   Body            = StructureBody ModuleTag_02
  18798.     MaxHealth       = 100.0
  18799.     InitialHealth   = 100.0
  18800.   End
  18801.  
  18802.   Behavior                 = DestroyDie ModuleTag_03
  18803.     DeathTypes = ALL -TOPPLED
  18804.   End
  18805.   Behavior                 = CreateObjectDie ModuleTag_04
  18806.     DeathTypes = ALL -TOPPLED
  18807.     CreationList      = OCL_GenericWallSegmentDebris
  18808.   End
  18809.   Behavior                 = FXListDie ModuleTag_05
  18810.     DeathTypes = ALL -TOPPLED
  18811.     DeathFX           = FX_GenericWallSegmentDeath
  18812.   End
  18813.  
  18814.   Geometry            = BOX
  18815.   GeometryMajorRadius = 3.0
  18816.   GeometryMinorRadius = 4.0
  18817.   GeometryHeight      = 20.0
  18818.   GeometryIsSmall     = No
  18819.   Shadow          = SHADOW_VOLUME
  18820.   BuildCompletion = PLACED_BY_PLAYER
  18821.  
  18822. End
  18823.  
  18824. ;------------------------------------------------------------------------------
  18825. Object GLAWall
  18826.  
  18827.   ; *** ART Parameters ***
  18828.   SelectPortrait         = SUBarricade_L
  18829.   ButtonImage            = SUBarricade
  18830.   Draw = W3DModelDraw ModuleTag_01
  18831.     OkToChangeModelColor = Yes
  18832.  
  18833.     ; day
  18834.     ConditionState = NONE
  18835.       Model         = UBBurnBarrY
  18836.       ParticleSysBone        = Fire01 FireBurningBarricade02
  18837.       ParticleSysBone        = Fire02 FireBurningBarricade02
  18838.       ParticleSysBone        = Smoke01 SmokeBurningBarricade02
  18839.       ParticleSysBone        = Smoke02 SmokeBurningBarricade02
  18840.     End
  18841.     ConditionState = DAMAGED
  18842.       Model         = UBBurnBarrY_D
  18843.     End
  18844.     ConditionState = REALLYDAMAGED RUBBLE
  18845.       Model         = UBBurnBarrY_E
  18846.     End
  18847.   End
  18848.  
  18849.   ; ***DESIGN parameters ***
  18850.   DisplayName      = OBJECT:BurningBarricade
  18851.   Side = GLA
  18852.   EditorSorting    = STRUCTURE
  18853.  
  18854.   BuildCost        = 100
  18855.   BuildTime        = 1.0           ; in seconds
  18856.   VisionRange      = 150.0           ; Shroud clearing distance
  18857.   ShroudClearingRange = 150
  18858.   ArmorSet
  18859.     Conditions      = None
  18860.     Armor           = StructureArmor
  18861.     DamageFX        = StructureDamageFXNoShake
  18862.   End
  18863.   ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  18864.  
  18865.   FenceWidth      = 28  ; Spacing used by the fence tool in worldbuilder.
  18866.   FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
  18867.   CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  18868.  
  18869.   ; *** AUDIO Parameters ***
  18870.   VoiceSelect = NoSound
  18871.  
  18872.   ; *** ENGINEERING Parameters ***
  18873.   KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
  18874.   Body            = StructureBody ModuleTag_02
  18875.     MaxHealth       = 1000.0
  18876.     InitialHealth   = 1000.0
  18877.   End
  18878.  
  18879.   Behavior                 = DestroyDie ModuleTag_03
  18880.     ; none
  18881.   End
  18882.   Behavior                 = CreateObjectDie ModuleTag_04
  18883.     CreationList      = OCL_GenericWallSegmentDebris
  18884.   End
  18885.   Behavior                 = FXListDie ModuleTag_05
  18886.     DeathFX           = FX_GenericWallSegmentDeath
  18887.   End
  18888.  
  18889.   Geometry            = BOX
  18890.   GeometryMajorRadius = 11.0
  18891.   GeometryMinorRadius = 8.0
  18892.   GeometryHeight      = 12.0
  18893.   GeometryIsSmall     = No
  18894.   Shadow          = SHADOW_VOLUME
  18895.   BuildCompletion = PLACED_BY_PLAYER
  18896.  
  18897. End
  18898.  
  18899. ;------------------------------------------------------------------------------
  18900. ;Added for the Hub piece
  18901. Object GLAWallHub
  18902.  
  18903.   ; *** ART Parameters ***
  18904.   SelectPortrait         = SUBarricade_L
  18905.   ButtonImage            = SUBarricade
  18906.   Draw = W3DModelDraw ModuleTag_01
  18907.     OkToChangeModelColor = Yes
  18908.  
  18909.     ; day
  18910.     ConditionState = NONE
  18911.       Model         = UBBurnBarrX
  18912.       ParticleSysBone        = Fire01 FireBurningBarricade02
  18913.       ParticleSysBone        = Smoke01 SmokeBurningBarricade02
  18914.       ParticleSysBone        = Smoke02 SmokeBurningBarricade02
  18915.     End
  18916.     ConditionState = DAMAGED
  18917.       Model         = UBBurnBarrX_D
  18918.     End
  18919.     ConditionState = REALLYDAMAGED RUBBLE
  18920.       Model         = UBBurnBarrX_E
  18921.     End
  18922.   End
  18923.  
  18924.   ; ***DESIGN parameters ***
  18925.   DisplayName      = OBJECT:Wall
  18926.   Side = GLA
  18927.   EditorSorting    = STRUCTURE
  18928.   Prerequisites
  18929.     Object = GLABarracks
  18930.   End
  18931.   BuildCost        = 50
  18932.   BuildTime        = 1.0           ; in seconds
  18933.   VisionRange      = 150.0           ; Shroud clearing distance
  18934.   ShroudClearingRange = 150
  18935.   ArmorSet
  18936.     Conditions      = None
  18937.     Armor           = StructureArmor
  18938.     DamageFX        = StructureDamageFXNoShake
  18939.   End
  18940.   ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  18941.  
  18942.   FenceWidth      = 20  ; Spacing used by the fence tool in worldbuilder.
  18943.   FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
  18944.   CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  18945.  
  18946.   ; *** AUDIO Parameters ***
  18947.   VoiceSelect = NoSound
  18948.  
  18949.   ; *** ENGINEERING Parameters ***
  18950.   KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
  18951.   Body            = StructureBody ModuleTag_02
  18952.     MaxHealth       = 100.0
  18953.     InitialHealth   = 100.0
  18954.   End
  18955.  
  18956.   Behavior                 = DestroyDie ModuleTag_03
  18957.     ; none
  18958.   End
  18959.   Behavior                 = CreateObjectDie ModuleTag_04
  18960.     CreationList      = OCL_GenericWallSegmentDebris
  18961.   End
  18962.   Behavior                 = FXListDie ModuleTag_05
  18963.     DeathFX           = FX_GenericWallSegmentDeath
  18964.   End
  18965.  
  18966.   Geometry            = BOX
  18967.   GeometryMajorRadius = 4.0
  18968.   GeometryMinorRadius = 6.0
  18969.   GeometryHeight      = 12.0
  18970.   GeometryIsSmall     = No
  18971.   Shadow          = SHADOW_VOLUME
  18972.   BuildCompletion = PLACED_BY_PLAYER
  18973.  
  18974. End
  18975.  
  18976. ;------------------------------------------------------------------------------
  18977. ;Added for the Hub piece
  18978. Object ChinaWallHub
  18979.  
  18980.   ; *** ART Parameters ***
  18981.   Draw = W3DModelDraw ModuleTag_01
  18982.     OkToChangeModelColor = Yes
  18983.  
  18984.     ; day
  18985.     ConditionState = NONE
  18986.       Model         = NBWall02X
  18987.     End
  18988.     ConditionState = DAMAGED
  18989.       Model         = NBWall02X_D
  18990.     End
  18991.     ConditionState = REALLYDAMAGED RUBBLE
  18992.       Model         = NBWall02X_E
  18993.     End
  18994.     
  18995.     ConditionState = SNOW
  18996.       Model         = NBWall02X_S
  18997.     End
  18998.     ConditionState = DAMAGED SNOW
  18999.       Model         = NBWall02X_DS
  19000.     End
  19001.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  19002.       Model         = NBWall02X_ES
  19003.     End
  19004.   End
  19005.  
  19006.   ; ***DESIGN parameters ***
  19007.   DisplayName      = OBJECT:Wall
  19008.   Side = China
  19009.   EditorSorting    = STRUCTURE
  19010.   Prerequisites
  19011.     Object = ChinaBarracks
  19012.   End
  19013.   BuildCost        = 50
  19014.   BuildTime        = 1.0           ; in seconds
  19015.   VisionRange      = 150.0           ; Shroud clearing distance
  19016.   ShroudClearingRange = 150
  19017.   ArmorSet
  19018.     Conditions      = None
  19019.     Armor           = WallArmor
  19020.     DamageFX        = StructureDamageFXNoShake
  19021.   End
  19022.  
  19023.   FenceWidth      = 12  ; Spacing used by the fence tool in worldbuilder.
  19024.   FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
  19025.   CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  19026.  
  19027.   ; *** AUDIO Parameters ***
  19028.   VoiceSelect = NoSound
  19029.  
  19030.   ; *** ENGINEERING Parameters ***
  19031.   KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
  19032.   Body            = StructureBody ModuleTag_02
  19033.     MaxHealth       = 100.0
  19034.     InitialHealth   = 100.0
  19035.   End
  19036.  
  19037.   Behavior                 = DestroyDie ModuleTag_03
  19038.     ; none
  19039.   End
  19040.   Behavior                 = CreateObjectDie ModuleTag_04
  19041.     CreationList      = OCL_GenericWallSegmentDebris
  19042.   End
  19043.   Behavior                 = FXListDie ModuleTag_05
  19044.     DeathFX           = FX_GenericWallSegmentDeath
  19045.   End
  19046.  
  19047.   Geometry            = BOX
  19048.   GeometryMajorRadius = 4.0
  19049.   GeometryMinorRadius = 6.0
  19050.   GeometryHeight      = 12.0
  19051.   GeometryIsSmall     = No
  19052.   Shadow          = SHADOW_VOLUME
  19053.   BuildCompletion = PLACED_BY_PLAYER
  19054.  
  19055. End
  19056.  
  19057. ;------------------------------------------------------------------------------
  19058. Object GLATrap
  19059.  
  19060.   ; *** ART Parameters ***
  19061.   Draw = W3DModelDraw ModuleTag_01
  19062.     OkToChangeModelColor = Yes
  19063.     ConditionState = NONE
  19064.       Model = NBWall
  19065.     End
  19066.   End
  19067.  
  19068.   ; ***DESIGN parameters ***
  19069.   DisplayName      = OBJECT:TankTrap
  19070.   Side = GLA
  19071.   EditorSorting    = STRUCTURE
  19072.   Prerequisites
  19073.     Object = GLABarracks
  19074.   End
  19075.   BuildCost           = 50
  19076.   BuildTime           = 1.0           ; in seconds
  19077.   EnergyProduction    = 0
  19078.   VisionRange         = 150.0           ; Shroud clearing distance
  19079.   ShroudClearingRange = 150
  19080.   ArmorSet
  19081.     Conditions      = None
  19082.     Armor           = StructureArmor
  19083.     DamageFX        = StructureDamageFXNoShake
  19084.   End
  19085.  
  19086.   FenceWidth      = 14  ; Spacing used by the fence tool in worldbuilder.
  19087.   FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
  19088.   CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  19089.  
  19090.   ; *** AUDIO Parameters ***
  19091.   VoiceSelect = NoSound
  19092.  
  19093.   UnitSpecificSounds
  19094.     UnderConstruction     = UnderConstructionLoop
  19095.   End
  19096.  
  19097.   ; *** ENGINEERING Parameters ***
  19098.   KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
  19099.   Body            = StructureBody ModuleTag_02
  19100.     MaxHealth       = 100.0
  19101.     InitialHealth   = 100.0
  19102.   End
  19103.   Behavior = DestroyDie ModuleTag_03
  19104.     ;nothing
  19105.   End
  19106.   Behavior                 = CreateObjectDie ModuleTag_04
  19107.     CreationList      = OCL_GenericWallSegmentDebris
  19108.   End
  19109.   Behavior                 = FXListDie ModuleTag_05
  19110.     DeathFX           = FX_GenericWallSegmentDeath
  19111.   End
  19112.   Geometry            = BOX
  19113.   GeometryMajorRadius = 7.0
  19114.   GeometryMinorRadius = 7.0
  19115.   GeometryHeight      = 9.0
  19116.   GeometryIsSmall     = No
  19117.   Shadow          = SHADOW_VOLUME
  19118.   BuildCompletion = PLACED_BY_PLAYER
  19119.  
  19120. End
  19121.  
  19122. ;------------------------------------------------------------------------------
  19123. Object ChinaMoat
  19124.  
  19125.   ; *** ART Parameters ***
  19126.   Draw = W3DModelDraw ModuleTag_01
  19127.     OkToChangeModelColor = Yes
  19128.     ConditionState = NONE
  19129.       Model = TempBldgSm
  19130.     End
  19131.   End
  19132.  
  19133.   ; ***DESIGN parameters ***
  19134.   DisplayName      = OBJECT:Moat
  19135.   Side = China
  19136.   EditorSorting    = STRUCTURE
  19137.   BuildCost        = 100
  19138.   BuildTime        = 2.0           ; in seconds
  19139.   EnergyProduction = 0
  19140.   VisionRange     = 50.0           ; Shroud clearing distance
  19141.   ShroudClearingRange = 50
  19142.   ArmorSet
  19143.     Conditions      = None
  19144.     Armor           = StructureArmor
  19145.     DamageFX        = StructureDamageFXNoShake
  19146.   End
  19147.  
  19148.   ; *** AUDIO Parameters ***
  19149.   VoiceSelect = NoSound
  19150.  
  19151.   ; *** ENGINEERING Parameters ***
  19152.   KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD
  19153.   Body            = StructureBody ModuleTag_02
  19154.     MaxHealth       = 1000.0
  19155.     InitialHealth   = 1000.0
  19156.   End
  19157.   Behavior = DestroyDie ModuleTag_03
  19158.     ;nothing
  19159.   End
  19160.   Behavior             = CreateObjectDie ModuleTag_04
  19161.     CreationList  = OCL_SmallStructureDebris
  19162.   End
  19163.   Behavior             = FXListDie ModuleTag_05
  19164.     DeathFX       = FX_SmallStructureDeath
  19165.   End
  19166.   Geometry            = BOX
  19167.   GeometryMajorRadius = 7.0
  19168.   GeometryMinorRadius = 7.0
  19169.   GeometryHeight      = 9.0
  19170.   GeometryIsSmall     = Yes
  19171.   Shadow          = SHADOW_VOLUME
  19172.   BuildCompletion = PLACED_BY_PLAYER
  19173.  
  19174. End
  19175.  
  19176. ;------------------------------------------------------------------------------
  19177. Object PatriotBinaryDataStream
  19178.   ; *** ART Parameters ***
  19179.   Draw = W3DLaserDraw ModuleTag_01
  19180.     Texture = EXBinaryStream.tga
  19181.     NumBeams = 1                      ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10
  19182.     InnerBeamWidth = 4                ;The total width of beam
  19183.     InnerColor = R:0 G:255 B:0 A:180  ;The inside color of the laser (hot)
  19184.     Tile = Yes                        ;The height of the texture will determine how many times to tile the texture to fit without scaling.
  19185.     ScrollRate = -0.25                 ;Scrolls the texture offset this fast -- towards(-) away(+)
  19186.     Segments = 20                     ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
  19187.     ArcHeight = 30.0                  ;The height of the arc
  19188.     SegmentOverlapRatio = 0.0000      ;This value overlaps(+) or separates(-) the segments by ratio
  19189.     TilingScalar = 0.25                ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)
  19190.  End
  19191.  
  19192.   KindOf = IMMOBILE
  19193.   ClientUpdate = LaserUpdate ModuleTag_02
  19194.     ;nothing
  19195.   End
  19196.  
  19197.   ; A patriot uses this stream as an event triggered thing, not something turned on and off with a state.
  19198.   Behavior = DeletionUpdate ModuleTag_03
  19199.     MinLifetime = 600   ; min lifetime in msec
  19200.     MaxLifetime = 600   ; max lifetime in msec
  19201.   End
  19202. End
  19203.  
  19204. ;------------------------------------------------------------------------------
  19205. Object AmericaPatriotBattery
  19206.  
  19207.   ; *** ART Parameters ***
  19208.   SelectPortrait         = SAPatriot_L
  19209.   ButtonImage            = SAPatriot
  19210.   Draw = W3DModelDraw ModuleTag_01
  19211.  
  19212.     OkToChangeModelColor = Yes
  19213.  
  19214.     DefaultConditionState
  19215.       Model             = ABPatriot
  19216.       Turret            = TURRET01
  19217.       TurretPitch       = TURRETEL
  19218.       WeaponLaunchBone  = PRIMARY   WeaponA
  19219.       WeaponLaunchBone  = SECONDARY WeaponA
  19220.       WeaponLaunchBone  = TERTIARY  WeaponA
  19221.       WeaponFireFXBone  = PRIMARY   WeaponA
  19222.       WeaponFireFXBone  = SECONDARY WeaponA
  19223.       WeaponFireFXBone  = TERTIARY  WeaponA
  19224.     End
  19225.     AliasConditionState = NIGHT
  19226.     
  19227.     ConditionState      = DAMAGED
  19228.       Model             = ABPatriot_D
  19229.     End
  19230.     AliasConditionState = DAMAGED NIGHT
  19231.     
  19232.     ConditionState      = REALLYDAMAGED RUBBLE
  19233.       Model             = ABPatriot_E
  19234.     End
  19235.     AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
  19236.     
  19237.     
  19238.     ConditionState      = SNOW
  19239.       Model             = ABPatriot_S
  19240.     End
  19241.     AliasConditionState = SNOW NIGHT
  19242.     
  19243.     ConditionState      = DAMAGED SNOW
  19244.       Model             = ABPatriot_DS
  19245.     End
  19246.     AliasConditionState = SNOW NIGHT DAMAGED
  19247.     
  19248.     ConditionState      = REALLYDAMAGED RUBBLE SNOW
  19249.       Model             = ABPatriot_ES
  19250.     End
  19251.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
  19252.    
  19253.     ;**************************************************************************************************************************
  19254.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  19255.     ;for this draw module
  19256.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  19257.       Model              = ABPatriot
  19258.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  19259.     End
  19260.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  19261.     
  19262.  
  19263.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  19264.       Model              = ABPatriot_S
  19265.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  19266.     End
  19267.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  19268.     
  19269.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  19270.       Model              = ABPatriot_D
  19271.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  19272.     End
  19273.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  19274.     
  19275.     
  19276.     
  19277.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  19278.       Model              = ABPatriot_DS
  19279.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  19280.     End
  19281.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  19282.     
  19283.     
  19284.     
  19285.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  19286.       Model              = ABPatriot_E
  19287.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  19288.     End
  19289.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  19290.     
  19291.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  19292.       Model              = ABPatriot_ES
  19293.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  19294.     End
  19295.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  19296.     
  19297.     
  19298.     
  19299.     ConditionState       = AWAITING_CONSTRUCTION 
  19300.       Model              = NONE
  19301.     End
  19302.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  19303.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  19304.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  19305.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  19306.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  19307.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  19308.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  19309.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  19310.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  19311.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  19312.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  19313.     AliasConditionState  = SOLD DAMAGED
  19314.     AliasConditionState  = SOLD REALLYDAMAGED
  19315.     AliasConditionState  = SOLD NIGHT
  19316.     AliasConditionState  = SOLD NIGHT DAMAGED
  19317.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  19318.     AliasConditionState  = SOLD SNOW
  19319.     AliasConditionState  = SOLD SNOW DAMAGED
  19320.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  19321.     AliasConditionState  = SOLD NIGHT SNOW
  19322.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  19323.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  19324.     ;**************************************************************************************************************************
  19325.        
  19326.  
  19327.     
  19328.   End
  19329.  
  19330.   ; ------------ construction-zone fence -----------------
  19331.   Draw = W3DModelDraw ModuleTag_02
  19332.     AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled
  19333.     DefaultConditionState
  19334.       Model           = None
  19335.       TransitionKey   = DOWN_DEFAULT
  19336.     End
  19337.     ConditionState    = NIGHT
  19338.       Model           = None
  19339.       TransitionKey   = DOWN_DEFAULT
  19340.     End
  19341.     ConditionState    = SNOW
  19342.       Model           = None
  19343.       TransitionKey   = DOWN_DEFAULT
  19344.     End
  19345.     ConditionState    = SNOW NIGHT
  19346.       Model           = None
  19347.       TransitionKey   = DOWN_DEFAULT
  19348.     End
  19349.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  19350.       Model           = ABPatriot_A4
  19351.       Animation       = ABPatriot_A4.ABPatriot_A4
  19352.       AnimationMode   = MANUAL
  19353.       Flags           = START_FRAME_LAST
  19354.       TransitionKey   = UP_DAY
  19355.     End
  19356.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  19357.       Model           = ABPatriot_A4N
  19358.       Animation       = ABPatriot_A4N.ABPatriot_A4N
  19359.       AnimationMode   = MANUAL
  19360.       Flags           = START_FRAME_LAST
  19361.       TransitionKey   = UP_NIGHT
  19362.     End
  19363.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  19364.       Model           = ABPatriot_A4S
  19365.       Animation       = ABPatriot_A4S.ABPatriot_A4S
  19366.       AnimationMode   = MANUAL
  19367.       Flags           = START_FRAME_LAST
  19368.       TransitionKey   = UP_SNOW
  19369.     End
  19370.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  19371.       Model           = ABPatriot_A4SN
  19372.       Animation       = ABPatriot_A4SN.ABPatriot_A4SN
  19373.       AnimationMode   = MANUAL
  19374.       Flags           = START_FRAME_LAST
  19375.       TransitionKey   = UP_SNOWNIGHT
  19376.     End
  19377.     TransitionState   = DOWN_DEFAULT UP_DAY
  19378.       Model           = ABPatriot_A4
  19379.       Animation       = ABPatriot_A4.ABPatriot_A4
  19380.       AnimationMode   = ONCE
  19381.       AnimationSpeedFactorRange = 1.0 1.0
  19382.       Flags           = START_FRAME_FIRST
  19383.     End
  19384.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  19385.       Model           = ABPatriot_A4N
  19386.       Animation       = ABPatriot_A4N.ABPatriot_A4N
  19387.       AnimationMode   = ONCE
  19388.       AnimationSpeedFactorRange = 1.0 1.0
  19389.       Flags           = START_FRAME_FIRST
  19390.     End
  19391.     TransitionState   = DOWN_DEFAULT UP_SNOW
  19392.       Model           = ABPatriot_A4S
  19393.       Animation       = ABPatriot_A4S.ABPatriot_A4S
  19394.       AnimationMode   = ONCE
  19395.       AnimationSpeedFactorRange = 1.0 1.0
  19396.       Flags           = START_FRAME_FIRST
  19397.     End
  19398.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  19399.       Model           = ABPatriot_A4SN
  19400.       Animation       = ABPatriot_A4SN.ABPatriot_A4SN
  19401.       AnimationMode   = ONCE
  19402.       AnimationSpeedFactorRange = 1.0 1.0
  19403.       Flags           = START_FRAME_FIRST
  19404.     End
  19405.     TransitionState   = UP_DAY DOWN_DEFAULT
  19406.       Model           = ABPatriot_A4
  19407.       Animation       = ABPatriot_A4.ABPatriot_A4
  19408.       AnimationMode   = ONCE_BACKWARDS
  19409.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  19410.       Flags           = START_FRAME_LAST
  19411.     End
  19412.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  19413.       Model           = ABPatriot_A4N
  19414.       Animation       = ABPatriot_A4N.ABPatriot_A4N
  19415.       AnimationMode   = ONCE_BACKWARDS
  19416.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  19417.       Flags           = START_FRAME_LAST
  19418.     End
  19419.     TransitionState   = UP_SNOW DOWN_DEFAULT
  19420.       Model           = ABPatriot_A4S
  19421.       Animation       = ABPatriot_A4S.ABPatriot_A4S
  19422.       AnimationMode   = ONCE_BACKWARDS
  19423.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  19424.       Flags           = START_FRAME_LAST
  19425.     End
  19426.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  19427.       Model           = ABPatriot_A4SN
  19428.       Animation       = ABPatriot_A4SN.ABPatriot_A4SN
  19429.       AnimationMode   = ONCE_BACKWARDS
  19430.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  19431.       Flags           = START_FRAME_LAST
  19432.     End
  19433.   End
  19434.  
  19435.   ; ------------ under-construction scaffolding -----------------
  19436.   Draw = W3DModelDraw ModuleTag_03
  19437.     AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled
  19438.     MinLODRequired = MEDIUM
  19439.     DefaultConditionState
  19440.       Model           = None
  19441.       TransitionKey   = DOWN_DEFAULT
  19442.     End
  19443.     ConditionState    = NIGHT
  19444.       Model           = None
  19445.       TransitionKey   = DOWN_DEFAULT
  19446.     End
  19447.     ConditionState    = SNOW
  19448.       Model           = None
  19449.       TransitionKey   = DOWN_DEFAULT
  19450.     End
  19451.     ConditionState    = SNOW NIGHT
  19452.       Model           = None
  19453.       TransitionKey   = DOWN_DEFAULT
  19454.     End
  19455.     ConditionState    = PARTIALLY_CONSTRUCTED
  19456.       Model           = ABPatriot_A6
  19457.       Animation       = ABPatriot_A6.ABPatriot_A6
  19458.       AnimationMode   = MANUAL
  19459.       Flags           = START_FRAME_LAST
  19460.       TransitionKey   = UP_DAY
  19461.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  19462.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  19463.     End
  19464.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  19465.       Model           = ABPatriot_A6N
  19466.       Animation       = ABPatriot_A6N.ABPatriot_A6N
  19467.       AnimationMode   = MANUAL
  19468.       Flags           = START_FRAME_LAST
  19469.       TransitionKey   = UP_NIGHT
  19470.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  19471.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  19472.     End
  19473.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  19474.       Model           = ABPatriot_A6S
  19475.       Animation       = ABPatriot_A6S.ABPatriot_A6S
  19476.       AnimationMode   = MANUAL
  19477.       Flags           = START_FRAME_LAST
  19478.       TransitionKey   = UP_SNOW
  19479.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  19480.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  19481.     End
  19482.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  19483.       Model           = ABPatriot_A6SN
  19484.       Animation       = ABPatriot_A6SN.ABPatriot_A6SN
  19485.       AnimationMode   = MANUAL
  19486.       Flags           = START_FRAME_LAST
  19487.       TransitionKey   = UP_SNOWNIGHT
  19488.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  19489.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  19490.     End
  19491.     TransitionState   = DOWN_DEFAULT UP_DAY
  19492.       Model           = ABPatriot_A6
  19493.       Animation       = ABPatriot_A6.ABPatriot_A6
  19494.       AnimationMode   = ONCE
  19495.       AnimationSpeedFactorRange = 1.0 1.0
  19496.       Flags           = START_FRAME_FIRST
  19497.     End
  19498.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  19499.       Model           = ABPatriot_A6N
  19500.       Animation       = ABPatriot_A6N.ABPatriot_A6N
  19501.       AnimationMode   = ONCE
  19502.       AnimationSpeedFactorRange = 1.0 1.0
  19503.       Flags           = START_FRAME_FIRST
  19504.     End
  19505.     TransitionState   = DOWN_DEFAULT UP_SNOW
  19506.       Model           = ABPatriot_A6S
  19507.       Animation       = ABPatriot_A6S.ABPatriot_A6S
  19508.       AnimationMode   = ONCE
  19509.       AnimationSpeedFactorRange = 1.0 1.0
  19510.       Flags           = START_FRAME_FIRST
  19511.     End
  19512.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  19513.       Model           = ABPatriot_A6SN
  19514.       Animation       = ABPatriot_A6SN.ABPatriot_A6SN
  19515.       AnimationMode   = ONCE
  19516.       AnimationSpeedFactorRange = 1.0 1.0
  19517.       Flags           = START_FRAME_FIRST
  19518.     End
  19519.     TransitionState   = UP_DAY DOWN_DEFAULT
  19520.       Model           = ABPatriot_A6
  19521.       Animation       = ABPatriot_A6.ABPatriot_A6
  19522.       AnimationMode   = ONCE_BACKWARDS
  19523.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  19524.       Flags           = START_FRAME_LAST
  19525.     End
  19526.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  19527.       Model           = ABPatriot_A6N
  19528.       Animation       = ABPatriot_A6N.ABPatriot_A6N
  19529.       AnimationMode   = ONCE_BACKWARDS
  19530.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  19531.       Flags           = START_FRAME_LAST
  19532.     End
  19533.     TransitionState   = UP_SNOW DOWN_DEFAULT
  19534.       Model           = ABPatriot_A6S
  19535.       Animation       = ABPatriot_A6S.ABPatriot_A6S
  19536.       AnimationMode   = ONCE_BACKWARDS
  19537.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  19538.       Flags           = START_FRAME_LAST
  19539.     End
  19540.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  19541.       Model           = ABPatriot_A6SN
  19542.       Animation       = ABPatriot_A6SN.ABPatriot_A6SN
  19543.       AnimationMode   = ONCE_BACKWARDS
  19544.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  19545.       Flags           = START_FRAME_LAST
  19546.     End
  19547.   End
  19548.  
  19549.   PlacementViewAngle = -45
  19550.  
  19551.   ; ***DESIGN parameters ***
  19552.   DisplayName       = OBJECT:PatriotBattery
  19553.   Side              = America
  19554.   EditorSorting     = STRUCTURE
  19555.   Prerequisites
  19556.     Object = AmericaPowerPlant
  19557.   End
  19558.   BuildCost        = 1000
  19559.   BuildTime        = 25.0           ; in seconds
  19560.   EnergyProduction = -3
  19561.   WeaponSet
  19562.     Conditions          = None 
  19563.     Weapon              = PRIMARY     PatriotMissileWeapon
  19564.     Weapon              = SECONDARY   PatriotMissileAssistWeapon
  19565.     Weapon              = TERTIARY    PatriotMissileWeaponAir
  19566.     AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_AI FROM_SCRIPT
  19567.     AutoChooseSources   = SECONDARY   NONE
  19568.     AutoChooseSources   = TERTIARY    FROM_PLAYER FROM_AI FROM_SCRIPT  
  19569.     PreferredAgainst    = PRIMARY     VEHICLE INFANTRY
  19570.     PreferredAgainst    = SECONDARY   BALLISTIC_MISSILE AIRCRAFT
  19571.     PreferredAgainst    = TERTIARY    BALLISTIC_MISSILE AIRCRAFT
  19572.     ShareWeaponReloadTime = Yes
  19573.   End
  19574.   VisionRange    = 360.0           ; Shroud clearing distance AND targeting range
  19575.   ShroudClearingRange = 360
  19576.   ArmorSet
  19577.     Conditions      = None
  19578.     Armor           = BaseDefenseArmor
  19579.     DamageFX        = StructureDamageFXNoShake
  19580.   End
  19581.   CommandSet        = AmericaPatriotBatteryCommandSet
  19582.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  19583.  
  19584.   ;Behavior = AIUpdateInterface ModuleTag_20
  19585.   ;  AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
  19586.   ;  MoodAttackCheckRate        = 250
  19587.   ;End
  19588.  
  19589.   ; *** AUDIO Parameters ***
  19590.   VoiceSelect = PatriotBatterySelect
  19591.   SoundDie              = BuildingDie
  19592.   SoundOnDamaged        = BuildingDamagedStateLight
  19593.   SoundOnReallyDamaged  = BuildingDestroy
  19594.  
  19595.   UnitSpecificSounds
  19596.     UnderConstruction     = UnderConstructionLoop
  19597.   End
  19598.  
  19599.   UnitSpecificSounds
  19600.   ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
  19601.     TurretMoveStart = NoSound
  19602.     TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
  19603.   End
  19604.  
  19605.   ; *** ENGINEERING Parameters ***
  19606.   RadarPriority   = STRUCTURE
  19607.   KindOf          = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
  19608.   Body            = StructureBody ModuleTag_04
  19609.     MaxHealth     = 1000.0
  19610.     InitialHealth = 1000.0
  19611.   End
  19612.  
  19613.   Behavior = StealthDetectorUpdate ModuleTag_13
  19614.     DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
  19615.     DetectionRange   =  200 ;Dustin, enable this for independant balancing!
  19616.     CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
  19617.     CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  19618.   End
  19619.  
  19620.   Behavior = BaseRegenerateUpdate ModuleTag_05
  19621.     ;No data
  19622.   End 
  19623.   Behavior = AIUpdateInterface ModuleTag_06
  19624.     Turret
  19625.       TurretTurnRate        = 180   // turn rate, in degrees per sec
  19626.       TurretPitchRate       = 180
  19627.       AllowsPitch           = Yes
  19628.       NaturalTurretPitch    = 45   
  19629.       GroundUnitPitch       = 40
  19630.       MinPhysicalPitch      = -20
  19631.       ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
  19632.       MinIdleScanInterval   = 250    ; in milliseconds
  19633.       MaxIdleScanInterval   = 250    ; in milliseconds
  19634.       MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
  19635.       MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
  19636.     End
  19637.  
  19638.     AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
  19639.     MoodAttackCheckRate        = 250
  19640.   End
  19641.  
  19642.   Behavior = AssistedTargetingUpdate ModuleTag_07
  19643.     AssistingClipSize = 4                       ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon
  19644.     AssistingWeaponSlot = SECONDARY             ; And the weapon to use.  Should have huge range and no natural clip.
  19645.     LaserFromAssisted = PatriotBinaryDataStream ; Stream to draw from the requestor to me
  19646.     LaserToTarget = PatriotBinaryDataStream     ; Stream to draw from me to the target
  19647.   End
  19648.  
  19649.   Behavior = DestroyDie ModuleTag_08
  19650.     ;nothing
  19651.   End
  19652.   Behavior             = CreateObjectDie ModuleTag_09
  19653.     CreationList  = OCL_AmericanRangerDebris03
  19654.     ExemptStatus  = UNDER_CONSTRUCTION
  19655.   End
  19656.   Behavior             = FXListDie ModuleTag_10
  19657.     DeathFX       = FX_StructureTinyDeath
  19658.   End
  19659.  
  19660.   Behavior = FlammableUpdate ModuleTag_12
  19661.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  19662.     AflameDamageAmount = 5       ; taking this much damage...
  19663.     AflameDamageDelay = 500       ; this often.
  19664.   End
  19665.  
  19666.   Behavior = TransitionDamageFX ModuleTag_14
  19667.     ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
  19668.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
  19669.     ;---------------------------------------------------------------------------------------
  19670.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
  19671.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
  19672.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  19673.   End
  19674.  
  19675.   Geometry            = CYLINDER
  19676.   GeometryMajorRadius = 12.0
  19677.   GeometryMinorRadius = 1.0
  19678.   GeometryHeight      = 14.0
  19679.   GeometryIsSmall     = No
  19680.   Shadow          = SHADOW_VOLUME
  19681.   BuildCompletion = PLACED_BY_PLAYER
  19682.  
  19683. End
  19684.  
  19685. ; Missiles used by the Patriot.  This is the projectile attached to PatriotMissileWeapon in Weapon.ini
  19686. ;------------------------------------------------------------------------------
  19687. Object PatriotMissile
  19688.  
  19689.   ; *** ART Parameters ***
  19690.   Draw = W3DModelDraw ModuleTag_01
  19691.     OkToChangeModelColor = Yes
  19692.     ConditionState = NONE
  19693.       Model = AVRaptor_M
  19694.     End
  19695.   End
  19696.  
  19697.   ; ***DESIGN parameters ***
  19698.   DisplayName      = OBJECT:PatriotMissile
  19699.   EditorSorting   = VEHICLE
  19700.   VisionRange = 300.0
  19701.   ShroudClearingRange = 0
  19702.  
  19703.   ; *** ENGINEERING Parameters ***
  19704.   KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE
  19705.   Body = ActiveBody ModuleTag_02
  19706.     MaxHealth       = 100.0
  19707.     InitialHealth   = 100.0
  19708.   End
  19709.  
  19710. ; ---- begin Projectile death behaviors
  19711.   Behavior = InstantDeathBehavior DeathModuleTag_01
  19712.     DeathTypes = NONE +DETONATED
  19713.     ; we detonated normally.
  19714.     ; no FX, just quiet destroy ourselves
  19715.   End
  19716.   Behavior = InstantDeathBehavior DeathModuleTag_02
  19717.     DeathTypes = NONE +LASERED
  19718.     ; shot down by laser.
  19719.     FX         = FX_GenericMissileDisintegrate
  19720.     OCL        = OCL_GenericMissileDisintegrate
  19721.   End
  19722.   Behavior = InstantDeathBehavior DeathModuleTag_03
  19723.     DeathTypes = ALL -LASERED -DETONATED
  19724.     ; shot down by nonlaser.
  19725.     FX         = FX_GenericMissileDeath
  19726.   End
  19727. ; ---- end Projectile death behaviors
  19728.     
  19729.   Behavior = PhysicsBehavior ModuleTag_04
  19730.     Mass = 1
  19731.   End
  19732.   Behavior = MissileAIUpdate ModuleTag_05
  19733.     TryToFollowTarget       = Yes 
  19734.     FuelLifetime            = 10000
  19735.     InitialVelocity         = 50                ; in dist/sec
  19736.     IgnitionDelay           = 0
  19737.     DistanceToTravelBeforeTurning = 5
  19738.     DistanceToTargetForLock = 100  ; If it gets within 100 of the target, it kills the target.
  19739.   End
  19740.   Locomotor = SET_NORMAL PatriotMissileLocomotor
  19741.   Geometry = Sphere
  19742.   GeometryIsSmall = Yes
  19743.   GeometryMajorRadius = 2.0
  19744.  
  19745. End
  19746.  
  19747. ;------------------------------------------------------------------------------
  19748. Object ChinaBunker
  19749.  
  19750.   ; *** ART Parameters ***
  19751.   SelectPortrait         = SNBunker_L
  19752.   ButtonImage            = SNBunker
  19753.   Draw                   = W3DModelDraw ModuleTag_01
  19754.     OkToChangeModelColor = Yes
  19755.    
  19756.    
  19757.     ;day
  19758.     ConditionState       = NONE
  19759.       Model              = NBBunker
  19760.     End
  19761.     ConditionState       = DAMAGED
  19762.       Model              = NBBunker_D
  19763.         ParticleSysBone      = Fire01  SmolderingFire
  19764.         ParticleSysBone      = Smoke01 SmolderingSmoke
  19765.         ParticleSysBone      = Fire01  SmolderingFlameCore
  19766.         ParticleSysBone      = Fire02  SmolderingFire
  19767.         ParticleSysBone      = Smoke02 SmolderingSmoke
  19768.         ParticleSysBone      = Fire02  SmolderingFlameCore
  19769.     End
  19770.     ConditionState       = REALLYDAMAGED RUBBLE
  19771.       Model              = NBBunker_E
  19772.       ParticleSysBone        = Fire01 SmolderingFire
  19773.       ParticleSysBone        = Fire01 SmolderingFlameCore
  19774.       ParticleSysBone        = Fire02 SmolderingFire
  19775.       ParticleSysBone        = Fire02 SmolderingFlameCore
  19776.       ParticleSysBone        = Fire03 SmolderingFire
  19777.       ParticleSysBone        = Fire03 SmolderingFlameCore
  19778.       ParticleSysBone        = Fire04 SmolderingFire
  19779.       ParticleSysBone        = Fire04 SmolderingFlameCore
  19780.       ParticleSysBone        = Fire05 SmolderingFire
  19781.       ParticleSysBone        = Fire05 SmolderingFlameCore
  19782.       ParticleSysBone        = Smoke01  SmolderingSmoke
  19783.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19784.       ParticleSysBone        = Smoke03 SmolderingSmoke
  19785.       ParticleSysBone        = Smoke04 SmolderingSmoke
  19786.       ParticleSysBone        = Smoke05 SmolderingSmoke
  19787.     End
  19788.     
  19789.     ConditionState       = GARRISONED
  19790.       Model              = NBBunker_G
  19791.     End
  19792.     ConditionState       = DAMAGED GARRISONED
  19793.       Model              = NBBunker_DG
  19794.         ParticleSysBone      = Fire01  SmolderingFire
  19795.         ParticleSysBone      = Smoke01 SmolderingSmoke
  19796.         ParticleSysBone      = Fire01  SmolderingFlameCore
  19797.         ParticleSysBone      = Fire02  SmolderingFire
  19798.         ParticleSysBone      = Smoke02 SmolderingSmoke
  19799.         ParticleSysBone      = Fire02  SmolderingFlameCore
  19800.     End
  19801.     ConditionState       = REALLYDAMAGED RUBBLE GARRISONED
  19802.       Model              = NBBunker_EG
  19803.       ParticleSysBone        = Fire01 SmolderingFire
  19804.       ParticleSysBone        = Fire01 SmolderingFlameCore
  19805.       ParticleSysBone        = Fire02 SmolderingFire
  19806.       ParticleSysBone        = Fire02 SmolderingFlameCore
  19807.       ParticleSysBone        = Fire03 SmolderingFire
  19808.       ParticleSysBone        = Fire03 SmolderingFlameCore
  19809.       ParticleSysBone        = Fire04 SmolderingFire
  19810.       ParticleSysBone        = Fire04 SmolderingFlameCore
  19811.       ParticleSysBone        = Fire05 SmolderingFire
  19812.       ParticleSysBone        = Fire05 SmolderingFlameCore
  19813.       ParticleSysBone        = Smoke01  SmolderingSmoke
  19814.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19815.       ParticleSysBone        = Smoke03 SmolderingSmoke
  19816.       ParticleSysBone        = Smoke04 SmolderingSmoke
  19817.       ParticleSysBone        = Smoke05 SmolderingSmoke
  19818.     End
  19819.     
  19820.     
  19821.     
  19822.     ConditionState       = SNOW
  19823.       Model              = NBBunker_S
  19824.     End
  19825.     ConditionState       = DAMAGED SNOW
  19826.       Model              = NBBunker_DS
  19827.         ParticleSysBone      = Fire01  SmolderingFire
  19828.         ParticleSysBone      = Smoke01 SmolderingSmoke
  19829.         ParticleSysBone      = Fire01  SmolderingFlameCore
  19830.         ParticleSysBone      = Fire02  SmolderingFire
  19831.         ParticleSysBone      = Smoke02 SmolderingSmoke
  19832.         ParticleSysBone      = Fire02  SmolderingFlameCore
  19833.     End
  19834.     ConditionState       = REALLYDAMAGED RUBBLE SNOW
  19835.       Model              = NBBunker_ES
  19836.       ParticleSysBone        = Fire01 SmolderingFire
  19837.       ParticleSysBone        = Fire01 SmolderingFlameCore
  19838.       ParticleSysBone        = Fire02 SmolderingFire
  19839.       ParticleSysBone        = Fire02 SmolderingFlameCore
  19840.       ParticleSysBone        = Fire03 SmolderingFire
  19841.       ParticleSysBone        = Fire03 SmolderingFlameCore
  19842.       ParticleSysBone        = Fire04 SmolderingFire
  19843.       ParticleSysBone        = Fire04 SmolderingFlameCore
  19844.       ParticleSysBone        = Fire05 SmolderingFire
  19845.       ParticleSysBone        = Fire05 SmolderingFlameCore
  19846.       ParticleSysBone        = Smoke01  SmolderingSmoke
  19847.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19848.       ParticleSysBone        = Smoke03 SmolderingSmoke
  19849.       ParticleSysBone        = Smoke04 SmolderingSmoke
  19850.       ParticleSysBone        = Smoke05 SmolderingSmoke
  19851.     End
  19852.     
  19853.     
  19854.     ConditionState       = SNOW GARRISONED
  19855.       Model              = NBBunker_SG
  19856.     End
  19857.     ConditionState       = DAMAGED SNOW GARRISONED
  19858.       Model              = NBBunker_DSG
  19859.         ParticleSysBone      = Fire01  SmolderingFire
  19860.         ParticleSysBone      = Smoke01 SmolderingSmoke
  19861.         ParticleSysBone      = Fire01  SmolderingFlameCore
  19862.         ParticleSysBone      = Fire02  SmolderingFire
  19863.         ParticleSysBone      = Smoke02 SmolderingSmoke
  19864.         ParticleSysBone      = Fire02  SmolderingFlameCore
  19865.     End
  19866.     ConditionState       = REALLYDAMAGED RUBBLE SNOW GARRISONED
  19867.       Model              = NBBunker_ESG
  19868.       ParticleSysBone        = Fire01 SmolderingFire
  19869.       ParticleSysBone        = Fire01 SmolderingFlameCore
  19870.       ParticleSysBone        = Fire02 SmolderingFire
  19871.       ParticleSysBone        = Fire02 SmolderingFlameCore
  19872.       ParticleSysBone        = Fire03 SmolderingFire
  19873.       ParticleSysBone        = Fire03 SmolderingFlameCore
  19874.       ParticleSysBone        = Fire04 SmolderingFire
  19875.       ParticleSysBone        = Fire04 SmolderingFlameCore
  19876.       ParticleSysBone        = Fire05 SmolderingFire
  19877.       ParticleSysBone        = Fire05 SmolderingFlameCore
  19878.       ParticleSysBone        = Smoke01  SmolderingSmoke
  19879.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19880.       ParticleSysBone        = Smoke03 SmolderingSmoke
  19881.       ParticleSysBone        = Smoke04 SmolderingSmoke
  19882.       ParticleSysBone        = Smoke05 SmolderingSmoke
  19883.     End
  19884.     
  19885.  
  19886.  
  19887.  
  19888.    ;night
  19889.     ConditionState       = NIGHT
  19890.       Model              = NBBunker_N
  19891.     End
  19892.     ConditionState       = DAMAGED NIGHT
  19893.       Model              = NBBunker_DN
  19894.       ParticleSysBone        = Fire01  SmolderingFire
  19895.       ParticleSysBone        = Smoke01 SmolderingSmoke
  19896.       ParticleSysBone        = Fire01  SmolderingFlameCore
  19897.       ParticleSysBone        = Fire02  SmolderingFire
  19898.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19899.       ParticleSysBone        = Fire02  SmolderingFlameCore
  19900.     End
  19901.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT
  19902.       Model              = NBBunker_EN
  19903.       ParticleSysBone        = Fire01 SmolderingFire
  19904.       ParticleSysBone        = Fire01 SmolderingFlameCore
  19905.       ParticleSysBone        = Fire02 SmolderingFire
  19906.       ParticleSysBone        = Fire02 SmolderingFlameCore
  19907.       ParticleSysBone        = Fire03 SmolderingFire
  19908.       ParticleSysBone        = Fire03 SmolderingFlameCore
  19909.       ParticleSysBone        = Fire04 SmolderingFire
  19910.       ParticleSysBone        = Fire04 SmolderingFlameCore
  19911.       ParticleSysBone        = Fire05 SmolderingFire
  19912.       ParticleSysBone        = Fire05 SmolderingFlameCore
  19913.       ParticleSysBone        = Smoke01  SmolderingSmoke
  19914.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19915.       ParticleSysBone        = Smoke03 SmolderingSmoke
  19916.       ParticleSysBone        = Smoke04 SmolderingSmoke
  19917.       ParticleSysBone        = Smoke05 SmolderingSmoke
  19918.     End
  19919.     
  19920.     ;night
  19921.     ConditionState       = NIGHT GARRISONED
  19922.       Model              = NBBunker_NG
  19923.     End
  19924.     ConditionState       = DAMAGED NIGHT GARRISONED
  19925.       Model              = NBBunker_DNG
  19926.       ParticleSysBone        = Fire01  SmolderingFire
  19927.       ParticleSysBone        = Smoke01 SmolderingSmoke
  19928.       ParticleSysBone        = Fire01  SmolderingFlameCore
  19929.       ParticleSysBone        = Fire02  SmolderingFire
  19930.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19931.       ParticleSysBone        = Fire02  SmolderingFlameCore
  19932.     End
  19933.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT GARRISONED
  19934.       Model              = NBBunker_ENG
  19935.       ParticleSysBone        = Fire01 SmolderingFire
  19936.       ParticleSysBone        = Fire01 SmolderingFlameCore
  19937.       ParticleSysBone        = Fire02 SmolderingFire
  19938.       ParticleSysBone        = Fire02 SmolderingFlameCore
  19939.       ParticleSysBone        = Fire03 SmolderingFire
  19940.       ParticleSysBone        = Fire03 SmolderingFlameCore
  19941.       ParticleSysBone        = Fire04 SmolderingFire
  19942.       ParticleSysBone        = Fire04 SmolderingFlameCore
  19943.       ParticleSysBone        = Fire05 SmolderingFire
  19944.       ParticleSysBone        = Fire05 SmolderingFlameCore
  19945.       ParticleSysBone        = Smoke01  SmolderingSmoke
  19946.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19947.       ParticleSysBone        = Smoke03 SmolderingSmoke
  19948.       ParticleSysBone        = Smoke04 SmolderingSmoke
  19949.       ParticleSysBone        = Smoke05 SmolderingSmoke
  19950.     End
  19951.     
  19952.     
  19953.     
  19954.     
  19955.     ;night snow
  19956.     ConditionState       = NIGHT SNOW
  19957.       Model              = NBBunker_NS
  19958.     End
  19959.     ConditionState       = DAMAGED NIGHT SNOW
  19960.       Model              = NBBunker_DNS
  19961.       ParticleSysBone        = Fire01  SmolderingFire
  19962.       ParticleSysBone        = Smoke01 SmolderingSmoke
  19963.       ParticleSysBone        = Fire01  SmolderingFlameCore
  19964.       ParticleSysBone        = Fire02  SmolderingFire
  19965.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19966.       ParticleSysBone        = Fire02  SmolderingFlameCore
  19967.     End
  19968.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
  19969.       Model              = NBBunker_ENS
  19970.       ParticleSysBone        = Fire01 SmolderingFire
  19971.       ParticleSysBone        = Fire01 SmolderingFlameCore
  19972.       ParticleSysBone        = Fire02 SmolderingFire
  19973.       ParticleSysBone        = Fire02 SmolderingFlameCore
  19974.       ParticleSysBone        = Fire03 SmolderingFire
  19975.       ParticleSysBone        = Fire03 SmolderingFlameCore
  19976.       ParticleSysBone        = Fire04 SmolderingFire
  19977.       ParticleSysBone        = Fire04 SmolderingFlameCore
  19978.       ParticleSysBone        = Fire05 SmolderingFire
  19979.       ParticleSysBone        = Fire05 SmolderingFlameCore
  19980.       ParticleSysBone        = Smoke01  SmolderingSmoke
  19981.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19982.       ParticleSysBone        = Smoke03 SmolderingSmoke
  19983.       ParticleSysBone        = Smoke04 SmolderingSmoke
  19984.       ParticleSysBone        = Smoke05 SmolderingSmoke
  19985.     End
  19986.     
  19987.     
  19988.        ;night snow
  19989.     ConditionState       = NIGHT SNOW GARRISONED
  19990.       Model              = NBBunker_NSG
  19991.     End
  19992.     ConditionState       = DAMAGED NIGHT SNOW GARRISONED
  19993.       Model              = NBBunker_DNSG
  19994.       ParticleSysBone        = Fire01  SmolderingFire
  19995.       ParticleSysBone        = Smoke01 SmolderingSmoke
  19996.       ParticleSysBone        = Fire01  SmolderingFlameCore
  19997.       ParticleSysBone        = Fire02  SmolderingFire
  19998.       ParticleSysBone        = Smoke02 SmolderingSmoke
  19999.       ParticleSysBone        = Fire02  SmolderingFlameCore
  20000.     End
  20001.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED
  20002.       Model              = NBBunker_ENSG
  20003.       ParticleSysBone        = Fire01 SmolderingFire
  20004.       ParticleSysBone        = Fire01 SmolderingFlameCore
  20005.       ParticleSysBone        = Fire02 SmolderingFire
  20006.       ParticleSysBone        = Fire02 SmolderingFlameCore
  20007.       ParticleSysBone        = Fire03 SmolderingFire
  20008.       ParticleSysBone        = Fire03 SmolderingFlameCore
  20009.       ParticleSysBone        = Fire04 SmolderingFire
  20010.       ParticleSysBone        = Fire04 SmolderingFlameCore
  20011.       ParticleSysBone        = Fire05 SmolderingFire
  20012.       ParticleSysBone        = Fire05 SmolderingFlameCore
  20013.       ParticleSysBone        = Smoke01  SmolderingSmoke
  20014.       ParticleSysBone        = Smoke02 SmolderingSmoke
  20015.       ParticleSysBone        = Smoke03 SmolderingSmoke
  20016.       ParticleSysBone        = Smoke04 SmolderingSmoke
  20017.       ParticleSysBone        = Smoke05 SmolderingSmoke
  20018.     End
  20019.     
  20020.     
  20021.         ;**************************************************************************************************************************
  20022.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  20023.     ;for this draw module
  20024.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  20025.       Model              = NBBunker
  20026.       ;Animation          = NBBunker.NBBunker
  20027.       ;AnimationMode      = LOOP
  20028.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20029.     End
  20030.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  20031.       Model              = NBBunker_D
  20032.       ;Animation          = NBBunker_D.NBBunker_D
  20033.       ;AnimationMode      = LOOP
  20034.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20035.     End
  20036.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  20037.       Model              = NBBunker_E
  20038.       ;Animation          = NBBunker_E.NBBunker_E
  20039.       ;AnimationMode      = LOOP
  20040.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20041.     End
  20042.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  20043.       Model              = NBBunker_N
  20044.       ;Animation          = NBBunker_N.NBBunker_N
  20045.       ;AnimationMode      = LOOP
  20046.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20047.     End
  20048.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  20049.       Model              = NBBunker_DN
  20050.       ;Animation          = NBBunker_DN.NBBunker_DN
  20051.       ;AnimationMode      = LOOP
  20052.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20053.     End
  20054.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  20055.       Model              = NBBunker_EN
  20056.       ;Animation          = NBBunker_EN.NBBunker_EN
  20057.       ;AnimationMode      = LOOP
  20058.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20059.     End
  20060.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  20061.       Model              = NBBunker_S
  20062.       ;Animation          = NBBunker_S.NBBunker_S
  20063.       ;AnimationMode      = LOOP
  20064.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20065.     End
  20066.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  20067.       Model              = NBBunker_DS
  20068.       ;Animation          = NBBunker_DS.NBBunker_DS
  20069.       ;AnimationMode      = LOOP
  20070.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20071.     End
  20072.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  20073.       Model              = NBBunker_ES
  20074.       ;Animation          = NBBunker_ES.NBBunker_ES
  20075.       ;AnimationMode      = LOOP
  20076.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20077.     End
  20078.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  20079.       Model              = NBBunker_NS
  20080.       ;Animation          = NBBunker_NS.NBBunker_NS
  20081.       ;AnimationMode      = LOOP
  20082.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20083.     End
  20084.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  20085.       Model              = NBBunker_DNS
  20086.       ;Animation          = NBBunker_DNS.NBBunker_DNS
  20087.       ;AnimationMode      = LOOP
  20088.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20089.     End
  20090.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  20091.       Model              = NBBunker_ENS
  20092.      ; Animation          = NBBunker_ENS.NBBunker_ENS
  20093.      ; AnimationMode      = LOOP
  20094.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  20095.     End
  20096.  
  20097.     ConditionState       = AWAITING_CONSTRUCTION 
  20098.       Model              = NONE
  20099.     End
  20100.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  20101.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  20102.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  20103.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  20104.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  20105.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  20106.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  20107.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  20108.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  20109.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  20110.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  20111.     AliasConditionState  = SOLD 
  20112.     AliasConditionState  = SOLD DAMAGED
  20113.     AliasConditionState  = SOLD REALLYDAMAGED
  20114.     AliasConditionState  = SOLD NIGHT
  20115.     AliasConditionState  = SOLD NIGHT DAMAGED
  20116.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  20117.     AliasConditionState  = SOLD SNOW
  20118.     AliasConditionState  = SOLD SNOW DAMAGED
  20119.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  20120.     AliasConditionState  = SOLD NIGHT SNOW
  20121.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  20122.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  20123.     AliasConditionState  = SOLD GARRISONED
  20124.     AliasConditionState  = SOLD DAMAGED GARRISONED
  20125.     AliasConditionState  = SOLD REALLYDAMAGED GARRISONED
  20126.     AliasConditionState  = SOLD NIGHT GARRISONED
  20127.     AliasConditionState  = SOLD NIGHT DAMAGED GARRISONED
  20128.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED GARRISONED
  20129.     AliasConditionState  = SOLD SNOW GARRISONED
  20130.     AliasConditionState  = SOLD SNOW DAMAGED GARRISONED
  20131.     AliasConditionState  = SOLD SNOW REALLYDAMAGED GARRISONED
  20132.     AliasConditionState  = SOLD NIGHT SNOW GARRISONED
  20133.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED GARRISONED
  20134.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED
  20135.     ;**************************************************************************************************************************
  20136.  
  20137.     
  20138.   End  
  20139.     
  20140.   ; ------------ construction-zone fence -----------------
  20141.   Draw = W3DModelDraw ModuleTag_02
  20142.   AnimationsRequirePower = No
  20143.     DefaultConditionState
  20144.       Model           = None
  20145.       TransitionKey   = DOWN_DEFAULT
  20146.     End
  20147.     ConditionState    = NIGHT
  20148.       Model           = None
  20149.       TransitionKey   = DOWN_DEFAULT
  20150.     End
  20151.     ConditionState    = SNOW
  20152.       Model           = None
  20153.       TransitionKey   = DOWN_DEFAULT
  20154.     End
  20155.     ConditionState    = SNOW NIGHT
  20156.       Model           = None
  20157.       TransitionKey   = DOWN_DEFAULT
  20158.     End
  20159.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  20160.       Model           = NBBunker_A4
  20161.       Animation       = NBBunker_A4.NBBunker_A4
  20162.       AnimationMode   = MANUAL
  20163.       Flags           = START_FRAME_LAST
  20164.       TransitionKey   = UP_DAY
  20165.     End
  20166.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  20167.       Model           = NBBunker_A4N
  20168.       Animation       = NBBunker_A4N.NBBunker_A4N
  20169.       AnimationMode   = MANUAL
  20170.       Flags           = START_FRAME_LAST
  20171.       TransitionKey   = UP_NIGHT
  20172.     End
  20173.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  20174.       Model           = NBBunker_A4S
  20175.       Animation       = NBBunker_A4S.NBBunker_A4S
  20176.       AnimationMode   = MANUAL
  20177.       Flags           = START_FRAME_LAST
  20178.       TransitionKey   = UP_SNOW
  20179.     End
  20180.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  20181.       Model           = NBBunker_A4SN
  20182.       Animation       = NBBunker_A4SN.NBBunker_A4SN
  20183.       AnimationMode   = MANUAL
  20184.       Flags           = START_FRAME_LAST
  20185.       TransitionKey   = UP_SNOWNIGHT
  20186.     End
  20187.     TransitionState   = DOWN_DEFAULT UP_DAY
  20188.       Model           = NBBunker_A4
  20189.       Animation       = NBBunker_A4.NBBunker_A4
  20190.       AnimationMode   = ONCE
  20191.       AnimationSpeedFactorRange = 1.0 1.0
  20192.       Flags           = START_FRAME_FIRST
  20193.     End
  20194.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  20195.       Model           = NBBunker_A4N
  20196.       Animation       = NBBunker_A4N.NBBunker_A4N
  20197.       AnimationMode   = ONCE
  20198.       AnimationSpeedFactorRange = 1.0 1.0
  20199.       Flags           = START_FRAME_FIRST
  20200.     End
  20201.     TransitionState   = DOWN_DEFAULT UP_SNOW
  20202.       Model           = NBBunker_A4S
  20203.       Animation       = NBBunker_A4S.NBBunker_A4S
  20204.       AnimationMode   = ONCE
  20205.       AnimationSpeedFactorRange = 1.0 1.0
  20206.       Flags           = START_FRAME_FIRST
  20207.     End
  20208.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  20209.       Model           = NBBunker_A4SN
  20210.       Animation       = NBBunker_A4SN.NBBunker_A4SN
  20211.       AnimationMode   = ONCE
  20212.       AnimationSpeedFactorRange = 1.0 1.0
  20213.       Flags           = START_FRAME_FIRST
  20214.     End
  20215.     TransitionState   = UP_DAY DOWN_DEFAULT
  20216.       Model           = NBBunker_A4
  20217.       Animation       = NBBunker_A4.NBBunker_A4
  20218.       AnimationMode   = ONCE_BACKWARDS
  20219.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20220.       Flags           = START_FRAME_LAST
  20221.     End
  20222.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  20223.       Model           = NBBunker_A4N
  20224.       Animation       = NBBunker_A4N.NBBunker_A4N
  20225.       AnimationMode   = ONCE_BACKWARDS
  20226.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20227.       Flags           = START_FRAME_LAST
  20228.     End
  20229.     TransitionState   = UP_SNOW DOWN_DEFAULT
  20230.       Model           = NBBunker_A4S
  20231.       Animation       = NBBunker_A4S.NBBunker_A4S
  20232.       AnimationMode   = ONCE_BACKWARDS
  20233.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20234.       Flags           = START_FRAME_LAST
  20235.     End
  20236.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  20237.       Model           = NBBunker_A4SN
  20238.       Animation       = NBBunker_A4SN.NBBunker_A4SN
  20239.       AnimationMode   = ONCE_BACKWARDS
  20240.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20241.       Flags           = START_FRAME_LAST
  20242.     End
  20243.   End
  20244.  
  20245.   ; ------------ under-construction scaffolding -----------------
  20246.   Draw = W3DModelDraw ModuleTag_03
  20247.   AnimationsRequirePower = No
  20248.     MinLODRequired = MEDIUM
  20249.     DefaultConditionState
  20250.       Model           = None
  20251.       TransitionKey   = DOWN_DEFAULT
  20252.     End
  20253.     ConditionState    = NIGHT
  20254.       Model           = None
  20255.       TransitionKey   = DOWN_DEFAULT
  20256.     End
  20257.     ConditionState    = SNOW
  20258.       Model           = None
  20259.       TransitionKey   = DOWN_DEFAULT
  20260.     End
  20261.     ConditionState    = SNOW NIGHT
  20262.       Model           = None
  20263.       TransitionKey   = DOWN_DEFAULT
  20264.     End
  20265.     ConditionState    = PARTIALLY_CONSTRUCTED
  20266.       Model           = NBBunker_A6
  20267.       Animation       = NBBunker_A6.NBBunker_A6
  20268.       AnimationMode   = MANUAL
  20269.       Flags           = START_FRAME_LAST
  20270.       TransitionKey   = UP_DAY
  20271.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  20272.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  20273.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  20274.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  20275.     End
  20276.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  20277.       Model           = NBBunker_A6N
  20278.       Animation       = NBBunker_A6N.NBBunker_A6N
  20279.       AnimationMode   = MANUAL
  20280.       Flags           = START_FRAME_LAST
  20281.       TransitionKey   = UP_NIGHT
  20282.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  20283.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  20284.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  20285.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  20286.     End
  20287.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  20288.       Model           = NBBunker_A6S
  20289.       Animation       = NBBunker_A6S.NBBunker_A6S
  20290.       AnimationMode   = MANUAL
  20291.       Flags           = START_FRAME_LAST
  20292.       TransitionKey   = UP_SNOW
  20293.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  20294.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  20295.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  20296.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  20297.     End
  20298.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  20299.       Model           = NBBunker_A6SN
  20300.       Animation       = NBBunker_A6SN.NBBunker_A6SN
  20301.       AnimationMode   = MANUAL
  20302.       Flags           = START_FRAME_LAST
  20303.       TransitionKey   = UP_SNOWNIGHT
  20304.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  20305.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  20306.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  20307.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  20308.     End
  20309.     TransitionState   = DOWN_DEFAULT UP_DAY
  20310.      Model            = NBBunker_A6
  20311.       Animation       = NBBunker_A6.NBBunker_A6
  20312.       AnimationMode   = ONCE
  20313.       AnimationSpeedFactorRange = 1.0 1.0
  20314.       Flags           = START_FRAME_FIRST
  20315.     End
  20316.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  20317.      Model            = NBBunker_A6N
  20318.       Animation       = NBBunker_A6N.NBBunker_A6N
  20319.       AnimationMode   = ONCE
  20320.       AnimationSpeedFactorRange = 1.0 1.0
  20321.       Flags           = START_FRAME_FIRST
  20322.     End
  20323.     TransitionState   = DOWN_DEFAULT UP_SNOW
  20324.      Model            = NBBunker_A6S
  20325.       Animation       = NBBunker_A6S.NBBunker_A6S
  20326.       AnimationMode   = ONCE
  20327.       AnimationSpeedFactorRange = 1.0 1.0
  20328.       Flags           = START_FRAME_FIRST
  20329.     End
  20330.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  20331.      Model            = NBBunker_A6SN
  20332.       Animation       = NBBunker_A6SN.NBBunker_A6SN
  20333.       AnimationMode   = ONCE
  20334.       AnimationSpeedFactorRange = 1.0 1.0
  20335.       Flags           = START_FRAME_FIRST
  20336.     End
  20337.     TransitionState   = UP_DAY DOWN_DEFAULT
  20338.       Model           = NBBunker_A6
  20339.       Animation       = NBBunker_A6.NBBunker_A6
  20340.       AnimationMode   = ONCE_BACKWARDS
  20341.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20342.       Flags           = START_FRAME_LAST
  20343.     End
  20344.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  20345.       Model           = NBBunker_A6N
  20346.       Animation       = NBBunker_A6N.NBBunker_A6N
  20347.       AnimationMode   = ONCE_BACKWARDS
  20348.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20349.       Flags           = START_FRAME_LAST
  20350.     End
  20351.     TransitionState   = UP_SNOW DOWN_DEFAULT
  20352.       Model           = NBBunker_A6S
  20353.       Animation       = NBBunker_A6S.NBBunker_A6S
  20354.       AnimationMode   = ONCE_BACKWARDS
  20355.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20356.       Flags           = START_FRAME_LAST
  20357.     End
  20358.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  20359.       Model           = NBBunker_A6SN
  20360.       Animation       = NBBunker_A6SN.NBBunker_A6SN
  20361.       AnimationMode   = ONCE_BACKWARDS
  20362.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20363.       Flags           = START_FRAME_LAST
  20364.     End
  20365.   End
  20366.  
  20367.   ; ------------ being-constructed crane -----------------
  20368.   Draw = W3DModelDraw ModuleTag_04
  20369.   AnimationsRequirePower = No
  20370.     DefaultConditionState
  20371.       Model           = None
  20372.       TransitionKey   = DOWN_DEFAULT
  20373.     End
  20374.     ConditionState    = NIGHT
  20375.       Model           = None
  20376.       TransitionKey   = DOWN_DEFAULT
  20377.     End
  20378.     ConditionState    = SNOW
  20379.       Model           = None
  20380.       TransitionKey   = DOWN_DEFAULT
  20381.     End
  20382.     ConditionState    = SNOW NIGHT
  20383.       Model           = None
  20384.       TransitionKey   = DOWN_DEFAULT
  20385.     End
  20386.     ConditionState    = SOLD
  20387.       Model           = NONE
  20388.     End
  20389.  
  20390.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  20391.       Model           = NBBunker_A5
  20392.       Animation       = NBBunker_A5.NBBunker_A5
  20393.       AnimationMode   = LOOP
  20394.       TransitionKey  = UP_DAY
  20395.     End
  20396.  
  20397.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  20398.       Model           = NBBunker_A5N
  20399.       Animation       = NBBunker_A5N.NBBunker_A5N
  20400.       AnimationMode   = LOOP
  20401.       TransitionKey  = UP_NIGHT
  20402.     End
  20403.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  20404.       Model           = NBBunker_A5S
  20405.       Animation       = NBBunker_A5S.NBBunker_A5S
  20406.       AnimationMode   = LOOP
  20407.       TransitionKey  = UP_SNOW
  20408.     End
  20409.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  20410.       Model           = NBBunker_A5SN
  20411.       Animation       = NBBunker_A5SN.NBBunker_A5SN
  20412.       AnimationMode   = LOOP
  20413.       TransitionKey  = UP_SNOWNIGHT
  20414.     End
  20415.     TransitionState   = DOWN_DEFAULT UP_DAY
  20416.       Model            = NBBunker_AB
  20417.       Animation       = NBBunker_AB.NBBunker_AB
  20418.       AnimationMode   = ONCE
  20419.       AnimationSpeedFactorRange = 1.0 1.0
  20420.       Flags           = START_FRAME_FIRST
  20421.     End
  20422.  
  20423.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  20424.       Model            = NBBunker_ABN
  20425.       Animation       = NBBunker_ABN.NBBunker_ABN
  20426.       AnimationMode   = ONCE
  20427.       AnimationSpeedFactorRange = 1.0 1.0
  20428.       Flags           = START_FRAME_FIRST
  20429.     End
  20430.     TransitionState   = DOWN_DEFAULT UP_SNOW
  20431.       Model            = NBBunker_ABS
  20432.       Animation       = NBBunker_ABS.NBBunker_ABS
  20433.       AnimationMode   = ONCE
  20434.       AnimationSpeedFactorRange = 1.0 1.0
  20435.       Flags           = START_FRAME_FIRST
  20436.     End
  20437.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  20438.       Model            = NBBunker_ABSN
  20439.       Animation       = NBBunker_ABSN.NBBunker_ABSN
  20440.       AnimationMode   = ONCE
  20441.       AnimationSpeedFactorRange = 1.0 1.0
  20442.       Flags           = START_FRAME_FIRST
  20443.     End
  20444.     TransitionState   = UP_DAY DOWN_DEFAULT
  20445.       Model            = NBBunker_AB
  20446.       Animation       = NBBunker_AB.NBBunker_AB
  20447.       AnimationMode   = ONCE_BACKWARDS
  20448.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20449.       Flags           = START_FRAME_LAST
  20450.     End
  20451.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  20452.       Model            = NBBunker_ABN
  20453.       Animation       = NBBunker_ABN.NBBunker_ABN
  20454.       AnimationMode   = ONCE_BACKWARDS
  20455.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20456.       Flags           = START_FRAME_LAST
  20457.     End
  20458.     TransitionState   = UP_SNOW DOWN_DEFAULT
  20459.       Model            = NBBunker_ABS
  20460.       Animation       = NBBunker_ABS.NBBunker_ABS
  20461.       AnimationMode   = ONCE_BACKWARDS
  20462.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20463.       Flags           = START_FRAME_LAST
  20464.     End
  20465.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  20466.       Model            = NBBunker_ABSN
  20467.       Animation       = NBBunker_ABSN.NBBunker_ABSN
  20468.       AnimationMode   = ONCE_BACKWARDS
  20469.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  20470.       Flags           = START_FRAME_LAST
  20471.     End
  20472.   End
  20473.   
  20474.   PlacementViewAngle     = -135
  20475.  
  20476.   ; ***DESIGN parameters ***
  20477.   DisplayName      = OBJECT:Bunker
  20478.   Side = China
  20479.   EditorSorting     = STRUCTURE
  20480.   Prerequisites
  20481.     Object = ChinaBarracks
  20482.   End
  20483.   BuildCost         = 400
  20484.   BuildTime         = 5.0           ; in seconds
  20485.   EnergyProduction  = 0
  20486.   VisionRange       = 300.0         ; Shroud clearing distance
  20487.   ShroudClearingRange = 200
  20488.   ArmorSet
  20489.     Conditions      = None
  20490.     Armor           = StructureArmor
  20491.     DamageFX        = StructureDamageFXNoShake
  20492.   End
  20493.   CommandSet       = ChinaBunkerCommandSet
  20494.  
  20495.   ; *** AUDIO Parameters ***
  20496.   VoiceSelect       = BunkerSelect
  20497.   SoundDie              = BuildingDie
  20498.   SoundOnDamaged        = BuildingDamagedStateLight
  20499.   SoundOnReallyDamaged  = BuildingDestroy
  20500.  
  20501.   UnitSpecificSounds
  20502.     UnderConstruction     = UnderConstructionLoop
  20503.   End
  20504.  
  20505.   ; *** ENGINEERING Parameters ***
  20506.   KindOf            = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
  20507.   Body              = StructureBody ModuleTag_05
  20508.     MaxHealth       = 1000.0
  20509.     InitialHealth   = 1000.0
  20510.   End
  20511. ;  Behavior               = FXListDie ModuleTag_07
  20512. ;    DeathFX         = FX_SmallStructureDeath
  20513. ;  End
  20514.  
  20515.   ExperienceValue     = 20 20 20 20  ; Experience point value at each level
  20516.  
  20517.   Behavior = GarrisonContain ModuleTag_08
  20518.     ContainMax                    = 5
  20519.     EnterSound                    = GarrisonEnter
  20520.     ExitSound                     = GarrisonExit
  20521.     ImmuneToClearBuildingAttacks  = Yes
  20522.   End
  20523.  
  20524.   Behavior = GenerateMinefieldBehavior     ModuleTag_09
  20525.     TriggeredBy           = Upgrade_ChinaMines
  20526.     MineName              = ChinaStandardMine
  20527.     SmartBorder           = Yes
  20528.     AlwaysCircular        = Yes
  20529.   End
  20530.  
  20531.   Behavior = ProductionUpdate ModuleTag_10
  20532.     ; nothing, but is required if we have any Object-level Upgrades!
  20533.   End
  20534.  
  20535.   Behavior = FlammableUpdate ModuleTag_12
  20536.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  20537.     AflameDamageAmount = 5       ; taking this much damage...
  20538.     AflameDamageDelay = 500       ; this often.
  20539.   End
  20540.   
  20541.   Behavior             = CreateObjectDie ModuleTag_13
  20542.     CreationList  = OCL_LargeStructureDebris
  20543.   End
  20544.   Behavior             = FXListDie ModuleTag_14
  20545.     DeathFX       = FX_StructureSmallDeath
  20546.   End
  20547.   Behavior = DestroyDie ModuleTag_06
  20548.     ;nothing
  20549.   End
  20550.  
  20551.   Behavior = TransitionDamageFX ModuleTag_15
  20552.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  20553.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  20554.     ;---------------------------------------------------------------------------------------
  20555.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  20556.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  20557.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  20558.   End
  20559.   
  20560.   Geometry            = BOX
  20561.   GeometryMajorRadius = 16.0
  20562.   GeometryMinorRadius = 16.0
  20563.   GeometryHeight      = 20.0
  20564.   GeometryIsSmall     = No
  20565.   Shadow              = SHADOW_VOLUME
  20566.   BuildCompletion     = PLACED_BY_PLAYER
  20567.  
  20568. End
  20569.  
  20570. ;------------------------------------------------------------------------------
  20571. Object ChinaGattlingCannon
  20572.  
  20573.   ; *** ART Parameters ***
  20574.   SelectPortrait         = SNGatTower_L
  20575.   ButtonImage            = SNGatTower
  20576.   UpgradeCameo1           = Upgrade_ChinaChainGuns
  20577.   Draw                    = W3DModelDraw ModuleTag_01
  20578.     OkToChangeModelColor  = Yes
  20579.  
  20580. ;--------------------- IDLE --------------------------------------------------
  20581. ;-------------------------------------------------------------------------------    
  20582.     
  20583.     ; DAY
  20584.     DefaultConditionState 
  20585.       Model               = NBGattling
  20586.       Animation           = NBGattling_A2.NBGattling_A2
  20587.       AnimationMode       = MANUAL
  20588.       Turret              = TURRET
  20589.       TurretPitch         = TURRETEL
  20590.       WeaponFireFXBone    = PRIMARY Muzzle
  20591.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20592.       WeaponFireFXBone    = SECONDARY Muzzle
  20593.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20594.     End
  20595.     ConditionState        = DAMAGED
  20596.       Model               = NBGattling_D
  20597.       Animation           = NBGattling_A2.NBGattling_A2
  20598.       AnimationMode       = MANUAL
  20599.       Turret              = TURRET
  20600.       TurretPitch         = TURRETEL
  20601.       WeaponFireFXBone    = PRIMARY Muzzle
  20602.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20603.       WeaponFireFXBone    = SECONDARY Muzzle
  20604.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20605.       ParticleSysBone     = SmokeM01 SmokeFactionMedium
  20606.       ParticleSysBone     = SparkM01 SparksMedium
  20607.     End
  20608.     ConditionState        = REALLYDAMAGED RUBBLE
  20609.       Model               = NBGattling_E
  20610.       Animation           = NBGattling_A2.NBGattling_A2
  20611.       AnimationMode       = MANUAL
  20612.       Turret              = TURRET
  20613.       TurretPitch         = TURRETEL
  20614.       WeaponFireFXBone    = PRIMARY Muzzle
  20615.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20616.       WeaponFireFXBone    = SECONDARY Muzzle
  20617.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20618.       ParticleSysBone     = Smoke01 SmokeFactionMedium
  20619.       ParticleSysBone     = Smoke02 SmokeFactionMedium
  20620.       ParticleSysBone     = Smoke03 SmokeFactionMedium
  20621.       ParticleSysBone     = SparkM01 SparksMedium
  20622.       ParticleSysBone     = SparkM02 SparksMedium
  20623.     End
  20624.         
  20625.     
  20626.     
  20627.     ; NIGHT    --------------------------------------------------------------- 
  20628.     ConditionState        = NIGHT
  20629.       Model               = NBGattling_N
  20630.       Animation           = NBGattling_A2.NBGattling_A2
  20631.       AnimationMode       = MANUAL
  20632.       Turret              = TURRET
  20633.       TurretPitch         = TURRETEL
  20634.       WeaponFireFXBone    = PRIMARY Muzzle
  20635.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20636.       WeaponFireFXBone    = SECONDARY Muzzle
  20637.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20638.     End
  20639.     ConditionState        = DAMAGED NIGHT
  20640.       Model               = NBGattling_DN
  20641.       Animation           = NBGattling_A2.NBGattling_A2
  20642.       AnimationMode       = MANUAL
  20643.       Turret              = TURRET
  20644.       TurretPitch         = TURRETEL
  20645.       WeaponFireFXBone    = PRIMARY Muzzle
  20646.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20647.       WeaponFireFXBone    = SECONDARY Muzzle
  20648.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20649.       ParticleSysBone     = SmokeM01 SmokeFactionMedium
  20650.       ParticleSysBone     = SparkM01 SparksMedium
  20651.     End
  20652.     ConditionState        = REALLYDAMAGED RUBBLE NIGHT
  20653.       Model               = NBGattling_EN
  20654.       Animation           = NBGattling_A2.NBGattling_A2
  20655.       AnimationMode       = MANUAL
  20656.       Turret              = TURRET
  20657.       TurretPitch         = TURRETEL
  20658.       WeaponFireFXBone    = PRIMARY Muzzle
  20659.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20660.       WeaponFireFXBone    = SECONDARY Muzzle
  20661.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20662.       ParticleSysBone     = Smoke01 SmokeFactionMedium
  20663.       ParticleSysBone     = Smoke02 SmokeFactionMedium
  20664.       ParticleSysBone     = Smoke03 SmokeFactionMedium
  20665.       ParticleSysBone     = SparkM01 SparksMedium
  20666.       ParticleSysBone     = SparkM02 SparksMedium
  20667.     End
  20668.     
  20669.     
  20670.     ;SNOW    --------------------------------------------------------------- 
  20671.     ConditionState         = SNOW
  20672.       Model               = NBGattling_S
  20673.       Animation           = NBGattling_A2.NBGattling_A2
  20674.       AnimationMode       = MANUAL
  20675.       Turret              = TURRET
  20676.       TurretPitch         = TURRETEL
  20677.       WeaponFireFXBone    = PRIMARY Muzzle
  20678.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20679.       WeaponFireFXBone    = SECONDARY Muzzle
  20680.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20681.     End
  20682.     
  20683.     ConditionState        = DAMAGED SNOW
  20684.       Model               = NBGattling_DS
  20685.       Animation           = NBGattling_A2.NBGattling_A2
  20686.       AnimationMode       = MANUAL
  20687.       Turret              = TURRET
  20688.       TurretPitch         = TURRETEL
  20689.       WeaponFireFXBone    = PRIMARY Muzzle
  20690.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20691.       WeaponFireFXBone    = SECONDARY Muzzle
  20692.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20693.       ParticleSysBone     = SmokeM01 SmokeFactionMedium
  20694.       ParticleSysBone     = SparkM01 SparksMedium
  20695.     End
  20696.     
  20697.     ConditionState        = REALLYDAMAGED RUBBLE SNOW
  20698.       Model               = NBGattling_ES
  20699.       Animation           = NBGattling_A2.NBGattling_A2
  20700.       AnimationMode       = MANUAL
  20701.       Turret              = TURRET
  20702.       TurretPitch         = TURRETEL
  20703.       WeaponFireFXBone    = PRIMARY Muzzle
  20704.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20705.       WeaponFireFXBone    = SECONDARY Muzzle
  20706.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20707.       ParticleSysBone     = Smoke01 SmokeFactionMedium
  20708.       ParticleSysBone     = Smoke02 SmokeFactionMedium
  20709.       ParticleSysBone     = Smoke03 SmokeFactionMedium
  20710.       ParticleSysBone     = SparkM01 SparksMedium
  20711.       ParticleSysBone     = SparkM02 SparksMedium
  20712.     End
  20713.     
  20714.  
  20715.     ; NIGHT SNOW    --------------------------------------------------------------- 
  20716.     ConditionState         = NIGHT SNOW
  20717.       Model               = NBGattling_NS
  20718.       Animation           = NBGattling_A2.NBGattling_A2
  20719.       AnimationMode       = MANUAL
  20720.       Turret              = TURRET
  20721.       TurretPitch         = TURRETEL
  20722.       WeaponFireFXBone    = PRIMARY Muzzle
  20723.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20724.       WeaponFireFXBone    = SECONDARY Muzzle
  20725.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20726.     End
  20727.     
  20728.     ConditionState        = DAMAGED NIGHT SNOW
  20729.       Model               = NBGattling_DNS
  20730.       Animation           = NBGattling_A2.NBGattling_A2
  20731.       AnimationMode       = MANUAL
  20732.       Turret              = TURRET
  20733.       TurretPitch         = TURRETEL
  20734.       WeaponFireFXBone    = PRIMARY Muzzle
  20735.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20736.       WeaponFireFXBone    = SECONDARY Muzzle
  20737.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20738.       ParticleSysBone     = SmokeM01 SmokeFactionMedium
  20739.       ParticleSysBone     = SparkM01 SparksMedium
  20740.     End
  20741.     
  20742.     ConditionState        = REALLYDAMAGED RUBBLE NIGHT SNOW
  20743.       Model               = NBGattling_ENS
  20744.       Animation           = NBGattling_A2.NBGattling_A2
  20745.       AnimationMode       = MANUAL
  20746.       Turret              = TURRET
  20747.       TurretPitch         = TURRETEL
  20748.       WeaponFireFXBone    = PRIMARY Muzzle
  20749.       WeaponMuzzleFlash   = PRIMARY MuzzleFX
  20750.       WeaponFireFXBone    = SECONDARY Muzzle
  20751.       WeaponMuzzleFlash   = SECONDARY MuzzleFX
  20752.       ParticleSysBone     = Smoke01 SmokeFactionMedium
  20753.       ParticleSysBone     = Smoke02 SmokeFactionMedium
  20754.       ParticleSysBone     = Smoke03 SmokeFactionMedium
  20755.       ParticleSysBone     = SparkM01 SparksMedium
  20756.       ParticleSysBone     = SparkM02 SparksMedium
  20757.     End
  20758.     
  20759.  
  20760.     
  20761. ;---------------- ATTACKING ----------------------------------
  20762. ;-------------------------------------------------------------
  20763.    ; DAY   
  20764.    ConditionState        = ATTACKING
  20765.       Model               = NBGattling
  20766.       Animation           = NBGattling_A2.NBGattling_A2
  20767.       AnimationMode       = LOOP
  20768.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20769.     End
  20770.     ConditionState        = ATTACKING DAMAGED
  20771.       Model               = NBGattling_D
  20772.       Animation           = NBGattling_A2.NBGattling_A2
  20773.       AnimationMode       = LOOP
  20774.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20775.     End
  20776.     ConditionState        = ATTACKING REALLYDAMAGED
  20777.       Model               = NBGattling_E
  20778.       Animation           = NBGattling_A2.NBGattling_A2
  20779.       AnimationMode       = LOOP
  20780.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20781.     End
  20782.     
  20783.     
  20784.     
  20785.     ;NIGHT     ---------------------------------------------------------------
  20786.     ConditionState        = ATTACKING NIGHT
  20787.       Model               = NBGattling_N
  20788.       Animation           = NBGattling_A2.NBGattling_A2
  20789.       AnimationMode       = LOOP
  20790.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20791.     End
  20792.     
  20793.     ConditionState        = ATTACKING DAMAGED NIGHT
  20794.       Model               = NBGattling_DN
  20795.       Animation           = NBGattling_A2.NBGattling_A2
  20796.       AnimationMode       = LOOP
  20797.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20798.     End
  20799.     
  20800.     ConditionState        = ATTACKING REALLYDAMAGED NIGHT
  20801.       Model               = NBGattling_EN
  20802.       Animation           = NBGattling_A2.NBGattling_A2
  20803.       AnimationMode       = LOOP
  20804.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20805.     End
  20806.     
  20807.     
  20808.     
  20809.     
  20810.     ;SNOW     ---------------------------------------------------------------
  20811.     ConditionState        = ATTACKING SNOW
  20812.       Model               = NBGattling_S
  20813.       Animation           = NBGattling_A2.NBGattling_A2
  20814.       AnimationMode       = LOOP
  20815.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20816.     End
  20817.     
  20818.     ConditionState        = ATTACKING DAMAGED SNOW
  20819.       Model               = NBGattling_DS
  20820.       Animation           = NBGattling_A2.NBGattling_A2
  20821.       AnimationMode       = LOOP
  20822.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20823.     End
  20824.     
  20825.     ConditionState        = ATTACKING REALLYDAMAGED SNOW
  20826.       Model               = NBGattling_ES
  20827.       Animation           = NBGattling_A2.NBGattling_A2
  20828.       AnimationMode       = LOOP
  20829.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20830.     End
  20831.     
  20832.     
  20833.     
  20834.     ;SNOW NIGHT  ---------------------------------------------------------------
  20835.     ConditionState        = ATTACKING NIGHT SNOW
  20836.       Model               = NBGattling_NS
  20837.       Animation           = NBGattling_A2.NBGattling_A2
  20838.       AnimationMode       = LOOP
  20839.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20840.     End
  20841.     
  20842.     ConditionState        = ATTACKING DAMAGED SNOW NIGHT
  20843.       Model               = NBGattling_DNS
  20844.       Animation           = NBGattling_A2.NBGattling_A2
  20845.       AnimationMode       = LOOP
  20846.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20847.     End
  20848.     
  20849.     ConditionState        = ATTACKING REALLYDAMAGED NIGHT SNOW
  20850.       Model               = NBGattling_ENS
  20851.       Animation           = NBGattling_A2.NBGattling_A2
  20852.       AnimationMode       = LOOP
  20853.       AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
  20854.     End
  20855.     
  20856. ;---------------- CONTINUOUS_FIRE_SLOW -----------------------
  20857. ;-------------------------------------------------------------
  20858.    ; DAY   
  20859.    ConditionState        = CONTINUOUS_FIRE_SLOW ATTACKING
  20860.       Model               = NBGattling
  20861.       Animation           = NBGattling_A2.NBGattling_A2
  20862.       AnimationMode       = LOOP
  20863.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20864.     End
  20865.     ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING
  20866.       Model               = NBGattling_D
  20867.       Animation           = NBGattling_A2.NBGattling_A2
  20868.       AnimationMode       = LOOP
  20869.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20870.     End
  20871.     ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING
  20872.       Model               = NBGattling_E
  20873.       Animation           = NBGattling_A2.NBGattling_A2
  20874.       AnimationMode       = LOOP
  20875.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20876.     End
  20877.     
  20878.     
  20879.     
  20880.     ;NIGHT     ---------------------------------------------------------------
  20881.     ConditionState        = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING
  20882.       Model               = NBGattling_N
  20883.       Animation           = NBGattling_A2.NBGattling_A2
  20884.       AnimationMode       = LOOP
  20885.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20886.     End
  20887.     
  20888.     ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING
  20889.       Model               = NBGattling_DN
  20890.       Animation           = NBGattling_A2.NBGattling_A2
  20891.       AnimationMode       = LOOP
  20892.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20893.     End
  20894.     
  20895.     ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING
  20896.       Model               = NBGattling_EN
  20897.       Animation           = NBGattling_A2.NBGattling_A2
  20898.       AnimationMode       = LOOP
  20899.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20900.     End
  20901.     
  20902.     
  20903.     
  20904.     
  20905.     ;SNOW     ---------------------------------------------------------------
  20906.     ConditionState        = CONTINUOUS_FIRE_SLOW SNOW ATTACKING
  20907.       Model               = NBGattling_S
  20908.       Animation           = NBGattling_A2.NBGattling_A2
  20909.       AnimationMode       = LOOP
  20910.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20911.     End
  20912.     
  20913.     ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING
  20914.       Model               = NBGattling_DS
  20915.       Animation           = NBGattling_A2.NBGattling_A2
  20916.       AnimationMode       = LOOP
  20917.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20918.     End
  20919.     
  20920.     ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING
  20921.       Model               = NBGattling_ES
  20922.       Animation           = NBGattling_A2.NBGattling_A2
  20923.       AnimationMode       = LOOP
  20924.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20925.     End
  20926.     
  20927.     
  20928.     
  20929.     ;SNOW NIGHT  ---------------------------------------------------------------
  20930.     ConditionState        = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING
  20931.       Model               = NBGattling_NS
  20932.       Animation           = NBGattling_A2.NBGattling_A2
  20933.       AnimationMode       = LOOP
  20934.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20935.     End
  20936.     
  20937.     ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING
  20938.       Model               = NBGattling_DNS
  20939.       Animation           = NBGattling_A2.NBGattling_A2
  20940.       AnimationMode       = LOOP
  20941.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20942.     End
  20943.     
  20944.     ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING
  20945.       Model               = NBGattling_ENS
  20946.       Animation           = NBGattling_A2.NBGattling_A2
  20947.       AnimationMode       = LOOP
  20948.       AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
  20949.     End
  20950.     
  20951.     
  20952.     
  20953.     
  20954. ;------------- CONTINUOUS_FIRE_MEAN ------------------------
  20955. ;-----------------------------------------------------------
  20956.     ;DAY
  20957.     ConditionState       = CONTINUOUS_FIRE_MEAN ATTACKING
  20958.       Model               = NBGattling
  20959.       Animation           = NBGattling_A2.NBGattling_A2
  20960.       AnimationMode       = LOOP
  20961.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
  20962.     End
  20963.      ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING
  20964.       Model               = NBGattling_D
  20965.       Animation           = NBGattling_A2.NBGattling_A2
  20966.       AnimationMode       = LOOP
  20967.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
  20968.     End
  20969.     ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING
  20970.       Model               = NBGattling_E
  20971.       Animation           = NBGattling_A2.NBGattling_A2
  20972.       AnimationMode       = LOOP
  20973.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
  20974.     End
  20975.     
  20976.     
  20977.     
  20978.     ;NIGHT    ---------------------------------------------------------------
  20979.     ConditionState       = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING
  20980.       Model               = NBGattling_N
  20981.       Animation           = NBGattling_A2.NBGattling_A2
  20982.       AnimationMode       = LOOP
  20983.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
  20984.     End
  20985.     ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING
  20986.       Model               = NBGattling_DN
  20987.       Animation           = NBGattling_A2.NBGattling_A2
  20988.       AnimationMode       = LOOP
  20989.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
  20990.     End
  20991.     ConditionState        = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING
  20992.       Model               = NBGattling_EN
  20993.       Animation           = NBGattling_A2.NBGattling_A2
  20994.       AnimationMode       = LOOP
  20995.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  vryfst
  20996.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  20997.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  20998.     End
  20999.     
  21000.     
  21001.     ;SNOW    ---------------------------------------------------------------
  21002.     ConditionState       = CONTINUOUS_FIRE_MEAN SNOW ATTACKING
  21003.       Model               = NBGattling_S
  21004.       Animation           = NBGattling_A2.NBGattling_A2
  21005.       AnimationMode       = LOOP
  21006.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
  21007.     End
  21008.     ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING
  21009.       Model               = NBGattling_DS
  21010.       Animation           = NBGattling_A2.NBGattling_A2
  21011.       AnimationMode       = LOOP
  21012.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
  21013.     End
  21014.     ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING
  21015.       Model               = NBGattling_ES
  21016.       Animation           = NBGattling_A2.NBGattling_A2
  21017.       AnimationMode       = LOOP
  21018.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  vryfst
  21019.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21020.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21021.     End
  21022.       
  21023.     
  21024.     ;NIGHT SNOW ---------------------------------------------------------------
  21025.     ConditionState       = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING
  21026.       Model               = NBGattling_NS
  21027.       Animation           = NBGattling_A2.NBGattling_A2
  21028.       AnimationMode       = LOOP
  21029.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
  21030.     End
  21031.     ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING
  21032.       Model               = NBGattling_DNS
  21033.       Animation           = NBGattling_A2.NBGattling_A2
  21034.       AnimationMode       = LOOP
  21035.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
  21036.     End
  21037.     ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING
  21038.       Model               = NBGattling_ENS
  21039.       Animation           = NBGattling_A2.NBGattling_A2
  21040.       AnimationMode       = LOOP
  21041.       AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
  21042.     End
  21043.     
  21044.  
  21045.  
  21046.  
  21047.  
  21048.  
  21049. ;------------- CONTINUOUS_FIRE_FAST ------------------------
  21050.     ;DAY  
  21051.     ConditionState        = CONTINUOUS_FIRE_FAST ATTACKING
  21052.       Model               = NBGattling
  21053.       Animation           = NBGattling_A2.NBGattling_A2
  21054.       AnimationMode       = LOOP
  21055.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21056.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21057.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21058.     End
  21059.     ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING
  21060.       Model               = NBGattling_D
  21061.       Animation           = NBGattling_A2.NBGattling_A2
  21062.       AnimationMode       = LOOP
  21063.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21064.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21065.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21066.     End
  21067.     ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING
  21068.       Model               = NBGattling_E
  21069.       Animation           = NBGattling_A2.NBGattling_A2
  21070.       AnimationMode       = LOOP
  21071.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21072.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21073.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21074.     End
  21075.     
  21076.     
  21077.     
  21078.     ;NIGHT     ---------------------------------------------------------------
  21079.     ConditionState        = CONTINUOUS_FIRE_FAST NIGHT ATTACKING
  21080.       Model               = NBGattling_N
  21081.       Animation           = NBGattling_A2.NBGattling_A2
  21082.       AnimationMode       = LOOP
  21083.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21084.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21085.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21086.     End
  21087.     ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING
  21088.       Model               = NBGattling_DN
  21089.       Animation           = NBGattling_A2.NBGattling_A2
  21090.       AnimationMode       = LOOP
  21091.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21092.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21093.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21094.     End
  21095.      ConditionState       = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING
  21096.       Model               = NBGattling_EN
  21097.       Animation           = NBGattling_A2.NBGattling_A2
  21098.       AnimationMode       = LOOP
  21099.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21100.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21101.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21102.     End
  21103.     
  21104.     
  21105.     ;SNOW      ---------------------------------------------------------------
  21106.     ConditionState        = CONTINUOUS_FIRE_FAST SNOW ATTACKING
  21107.       Model               = NBGattling_S
  21108.       Animation           = NBGattling_A2.NBGattling_A2
  21109.       AnimationMode       = LOOP
  21110.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21111.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21112.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21113.     End
  21114.     ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING
  21115.       Model               = NBGattling_NS
  21116.       Animation           = NBGattling_A2.NBGattling_A2
  21117.       AnimationMode       = LOOP
  21118.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21119.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21120.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21121.     End
  21122.     ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING
  21123.       Model               = NBGattling_ES
  21124.       Animation           = NBGattling_A2.NBGattling_A2
  21125.       AnimationMode       = LOOP
  21126.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21127.     End
  21128.     
  21129.     
  21130.     ;NIGHT SNOW ---------------------------------------------------------------
  21131.     ConditionState        = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING
  21132.       Model               = NBGattling_NS
  21133.       Animation           = NBGattling_A2.NBGattling_A2
  21134.  
  21135.       AnimationMode       = LOOP
  21136.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21137.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21138.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21139.     End
  21140.     ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING
  21141.       Model               = NBGattling_DNS
  21142.       Animation           = NBGattling_A2.NBGattling_A2
  21143.       AnimationMode       = LOOP
  21144.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21145.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21146.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
  21147.     End
  21148.     ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING
  21149.       Model               = NBGattling_ENS
  21150.       Animation           = NBGattling_A2.NBGattling_A2
  21151.       AnimationMode       = LOOP
  21152.       AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
  21153.       ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
  21154.       ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke  
  21155.     End
  21156.     
  21157.  
  21158.  
  21159.     
  21160.        ;**************************************************************************************************************************
  21161.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  21162.     ;for this draw module
  21163.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  21164.       Model              = NBGattling
  21165.       Animation          = NBGattling_A2.NBGattling_A2
  21166.       AnimationMode      = LOOP
  21167.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21168.     End
  21169.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  21170.       Model              = NBGattling_D
  21171.       Animation          = NBGattling_A2.NBGattling_A2
  21172.       AnimationMode      = LOOP
  21173.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21174.     End
  21175.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  21176.       Model              = NBGattling_E
  21177.       Animation          = NBGattling_A2.NBGattling_A2
  21178.       AnimationMode      = LOOP
  21179.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21180.     End
  21181.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  21182.       Model              = NBGattling_N
  21183.       Animation          = NBGattling_A2.NBGattling_A2
  21184.       AnimationMode      = LOOP
  21185.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21186.     End
  21187.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  21188.       Model              = NBGattling_DN
  21189.       Animation          = NBGattling_A2.NBGattling_A2
  21190.       AnimationMode      = LOOP
  21191.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21192.     End
  21193.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  21194.       Model              = NBGattling_EN
  21195.       Animation          = NBGattling_A2.NBGattling_A2
  21196.       AnimationMode      = LOOP
  21197.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21198.     End
  21199.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  21200.       Model              = NBGattling_S
  21201.       Animation          = NBGattling_A2.NBGattling_A2
  21202.       AnimationMode      = LOOP
  21203.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21204.     End
  21205.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  21206.       Model              = NBGattling_DS
  21207.       Animation          = NBGattling_A2.NBGattling_A2
  21208.       AnimationMode      = LOOP
  21209.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21210.     End
  21211.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  21212.       Model              = NBGattling_ES
  21213.       Animation          = NBGattling_A2.NBGattling_A2
  21214.       AnimationMode      = LOOP
  21215.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21216.     End
  21217.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  21218.       Model              = NBGattling_NS
  21219.       Animation          = NBGattling_A2.NBGattling_A2
  21220.       AnimationMode      = LOOP
  21221.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21222.     End
  21223.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  21224.       Model              = NBGattling_DNS
  21225.       Animation          = NBGattling_A2.NBGattling_A2
  21226.       AnimationMode      = LOOP
  21227.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21228.     End
  21229.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  21230.       Model              = NBGattling_ENS
  21231.       Animation          = NBGattling_A2.NBGattling_A2
  21232.       AnimationMode      = LOOP
  21233.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21234.     End
  21235.  
  21236.     ConditionState       = AWAITING_CONSTRUCTION 
  21237.       Model              = NONE
  21238.     End
  21239.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  21240.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  21241.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  21242.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  21243.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  21244.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  21245.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  21246.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  21247.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  21248.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  21249.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  21250.     AliasConditionState  = SOLD 
  21251.     AliasConditionState  = SOLD DAMAGED
  21252.     AliasConditionState  = SOLD REALLYDAMAGED
  21253.     AliasConditionState  = SOLD NIGHT
  21254.     AliasConditionState  = SOLD NIGHT DAMAGED
  21255.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  21256.     AliasConditionState  = SOLD SNOW
  21257.     AliasConditionState  = SOLD SNOW DAMAGED
  21258.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  21259.     AliasConditionState  = SOLD NIGHT SNOW
  21260.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  21261.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  21262.     ;**************************************************************************************************************************
  21263.    
  21264.   End
  21265.   
  21266.   
  21267.  
  21268.  
  21269.   ; ------------ construction-zone fence -----------------
  21270.   Draw = W3DModelDraw ModuleTag_02
  21271.   AnimationsRequirePower = No
  21272.  
  21273.     DefaultConditionState
  21274.       Model           = None
  21275.       TransitionKey   = DOWN_DEFAULT
  21276.     End
  21277.     ConditionState    = NIGHT
  21278.       Model           = None
  21279.       TransitionKey   = DOWN_DEFAULT
  21280.     End
  21281.     ConditionState    = SNOW
  21282.       Model           = None
  21283.       TransitionKey   = DOWN_DEFAULT
  21284.     End
  21285.     ConditionState    = SNOW NIGHT
  21286.       Model           = None
  21287.       TransitionKey   = DOWN_DEFAULT
  21288.     End
  21289.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  21290.       Model           = NBGattling_A4
  21291.       Animation       = NBGattling_A4.NBGattling_A4
  21292.       AnimationMode   = MANUAL
  21293.       Flags           = START_FRAME_LAST
  21294.       TransitionKey   = UP_DAY
  21295.     End
  21296.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  21297.       Model           = NBGattling_A4N
  21298.       Animation       = NBGattling_A4N.NBGattling_A4N
  21299.       AnimationMode   = MANUAL
  21300.       Flags           = START_FRAME_LAST
  21301.       TransitionKey   = UP_NIGHT
  21302.     End
  21303.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  21304.       Model           = NBGattling_A4S
  21305.       Animation       = NBGattling_A4S.NBGattling_A4S
  21306.       AnimationMode   = MANUAL
  21307.       Flags           = START_FRAME_LAST
  21308.       TransitionKey   = UP_SNOW
  21309.     End
  21310.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  21311.       Model           = NBGattling_A4SN
  21312.       Animation       = NBGattling_A4SN.NBGattling_A4SN
  21313.       AnimationMode   = MANUAL
  21314.       Flags           = START_FRAME_LAST
  21315.       TransitionKey   = UP_SNOWNIGHT
  21316.     End
  21317.     TransitionState   = DOWN_DEFAULT UP_DAY
  21318.       Model           = NBGattling_A4
  21319.       Animation       = NBGattling_A4.NBGattling_A4
  21320.       AnimationMode   = ONCE
  21321.       AnimationSpeedFactorRange = 1.0 1.0
  21322.       Flags           = START_FRAME_FIRST
  21323.     End
  21324.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  21325.       Model           = NBGattling_A4N
  21326.       Animation       = NBGattling_A4N.NBGattling_A4N
  21327.       AnimationMode   = ONCE
  21328.       AnimationSpeedFactorRange = 1.0 1.0
  21329.       Flags           = START_FRAME_FIRST
  21330.     End
  21331.     TransitionState   = DOWN_DEFAULT UP_SNOW
  21332.       Model           = NBGattling_A4S
  21333.       Animation       = NBGattling_A4S.NBGattling_A4S
  21334.       AnimationMode   = ONCE
  21335.       AnimationSpeedFactorRange = 1.0 1.0
  21336.       Flags           = START_FRAME_FIRST
  21337.     End
  21338.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  21339.       Model           = NBGattling_A4SN
  21340.       Animation       = NBGattling_A4SN.NBGattling_A4SN
  21341.       AnimationMode   = ONCE
  21342.       AnimationSpeedFactorRange = 1.0 1.0
  21343.       Flags           = START_FRAME_FIRST
  21344.     End
  21345.     TransitionState   = UP_DAY DOWN_DEFAULT
  21346.       Model           = NBGattling_A4
  21347.       Animation       = NBGattling_A4.NBGattling_A4
  21348.       AnimationMode   = ONCE_BACKWARDS
  21349.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  21350.       Flags           = START_FRAME_LAST
  21351.     End
  21352.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  21353.       Model           = NBGattling_A4N
  21354.       Animation       = NBGattling_A4N.NBGattling_A4N
  21355.       AnimationMode   = ONCE_BACKWARDS
  21356.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  21357.       Flags           = START_FRAME_LAST
  21358.     End
  21359.     TransitionState   = UP_SNOW DOWN_DEFAULT
  21360.       Model           = NBGattling_A4S
  21361.       Animation       = NBGattling_A4S.NBGattling_A4S
  21362.       AnimationMode   = ONCE_BACKWARDS
  21363.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  21364.       Flags           = START_FRAME_LAST
  21365.     End
  21366.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  21367.       Model           = NBGattling_A4SN
  21368.       Animation       = NBGattling_A4SN.NBGattling_A4SN
  21369.       AnimationMode   = ONCE_BACKWARDS
  21370.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  21371.       Flags           = START_FRAME_LAST
  21372.     End
  21373.   End
  21374.  
  21375.   ; ------------ under-construction scaffolding -----------------
  21376.   Draw = W3DModelDraw ModuleTag_03
  21377.   AnimationsRequirePower = No
  21378.     MinLODRequired = MEDIUM
  21379.     DefaultConditionState
  21380.       Model           = None
  21381.       TransitionKey   = DOWN_DEFAULT
  21382.     End
  21383.     ConditionState    = NIGHT
  21384.       Model           = None
  21385.       TransitionKey   = DOWN_DEFAULT
  21386.     End
  21387.     ConditionState    = SNOW
  21388.       Model           = None
  21389.       TransitionKey   = DOWN_DEFAULT
  21390.     End
  21391.     ConditionState    = SNOW NIGHT
  21392.       Model           = None
  21393.       TransitionKey   = DOWN_DEFAULT
  21394.     End
  21395.     ConditionState    = PARTIALLY_CONSTRUCTED
  21396.       Model           = NBGattling_A6
  21397.       Animation       = NBGattling_A6.NBGattling_A6
  21398.       AnimationMode   = MANUAL
  21399.       Flags           = START_FRAME_LAST
  21400.       TransitionKey   = UP_DAY
  21401.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  21402.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  21403.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  21404.     End
  21405.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  21406.       Model           = NBGattling_A6N
  21407.       Animation       = NBGattling_A6N.NBGattling_A6N
  21408.       AnimationMode   = MANUAL
  21409.       Flags           = START_FRAME_LAST
  21410.       TransitionKey   = UP_NIGHT
  21411.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  21412.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  21413.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  21414.     End
  21415.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  21416.       Model           = NBGattling_A6S
  21417.       Animation       = NBGattling_A6S.NBGattling_A6S
  21418.       AnimationMode   = MANUAL
  21419.       Flags           = START_FRAME_LAST
  21420.       TransitionKey   = UP_SNOW
  21421.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  21422.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  21423.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  21424.     End
  21425.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  21426.       Model           = NBGattling_A6SN
  21427.       Animation       = NBGattling_A6SN.NBGattling_A6SN
  21428.       AnimationMode   = MANUAL
  21429.       Flags           = START_FRAME_LAST
  21430.       TransitionKey   = UP_SNOWNIGHT
  21431.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  21432.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  21433.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  21434.     End
  21435.     TransitionState   = DOWN_DEFAULT UP_DAY
  21436.      Model            = NBGattling_A6
  21437.       Animation       = NBGattling_A6.NBGattling_A6
  21438.       AnimationMode   = ONCE
  21439.       AnimationSpeedFactorRange = 1.0 1.0
  21440.       Flags           = START_FRAME_FIRST
  21441.     End
  21442.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  21443.      Model            = NBGattling_A6N
  21444.       Animation       = NBGattling_A6N.NBGattling_A6N
  21445.       AnimationMode   = ONCE
  21446.       AnimationSpeedFactorRange = 1.0 1.0
  21447.       Flags           = START_FRAME_FIRST
  21448.     End
  21449.     TransitionState   = DOWN_DEFAULT UP_SNOW
  21450.      Model            = NBGattling_A6S
  21451.       Animation       = NBGattling_A6S.NBGattling_A6S
  21452.       AnimationMode   = ONCE
  21453.       AnimationSpeedFactorRange = 1.0 1.0
  21454.       Flags           = START_FRAME_FIRST
  21455.     End
  21456.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  21457.      Model            = NBGattling_A6SN
  21458.       Animation       = NBGattling_A6SN.NBGattling_A6SN
  21459.       AnimationMode   = ONCE
  21460.       AnimationSpeedFactorRange = 1.0 1.0
  21461.       Flags           = START_FRAME_FIRST
  21462.     End
  21463.     TransitionState   = UP_DAY DOWN_DEFAULT
  21464.       Model           = NBGattling_A6
  21465.       Animation       = NBGattling_A6.NBGattling_A6
  21466.       AnimationMode   = ONCE_BACKWARDS
  21467.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  21468.       Flags           = START_FRAME_LAST
  21469.     End
  21470.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  21471.       Model           = NBGattling_A6N
  21472.       Animation       = NBGattling_A6N.NBGattling_A6N
  21473.       AnimationMode   = ONCE_BACKWARDS
  21474.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  21475.       Flags           = START_FRAME_LAST
  21476.     End
  21477.     TransitionState   = UP_SNOW DOWN_DEFAULT
  21478.       Model           = NBGattling_A6S
  21479.       Animation       = NBGattling_A6S.NBGattling_A6S
  21480.       AnimationMode   = ONCE_BACKWARDS
  21481.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  21482.       Flags           = START_FRAME_LAST
  21483.     End
  21484.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  21485.       Model           = NBGattling_A6SN
  21486.       Animation       = NBGattling_A6SN.NBGattling_A6SN
  21487.       AnimationMode   = ONCE_BACKWARDS
  21488.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  21489.       Flags           = START_FRAME_LAST
  21490.     End
  21491.   End
  21492.  
  21493.   PlacementViewAngle = -45
  21494.  
  21495.   ; ***DESIGN parameters ***
  21496.   DisplayName      = OBJECT:GattlingCannon
  21497.   Side             = China
  21498.   EditorSorting    = STRUCTURE
  21499.   Prerequisites
  21500.     Object         = ChinaPowerPlant
  21501.   End
  21502.   BuildCost        = 1200
  21503.   BuildTime        = 25.0           ; in seconds
  21504.   EnergyProduction = -3
  21505.  
  21506.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  21507.  
  21508.   WeaponSet
  21509.     Conditions          = None 
  21510.     Weapon              = PRIMARY GattlingBuildingGun
  21511.     AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
  21512.     Weapon              = SECONDARY GattlingBuildingGunAir
  21513.     AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
  21514.     PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
  21515.   End
  21516.   
  21517.   VisionRange      = 360.0           ; Shroud clearing distance AND targeting range
  21518.   ShroudClearingRange = 360
  21519.   
  21520.   ArmorSet
  21521.     Conditions     = None
  21522.     Armor          = BaseDefenseArmor
  21523.     DamageFX       = StructureDamageFXNoShake
  21524.   End
  21525.   CommandSet       = ChinaGattlingCannonCommandSet
  21526.  
  21527.   ;Behavior = AIUpdateInterface ModuleTag_20
  21528.   ;  AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
  21529.   ;  MoodAttackCheckRate        = 250
  21530.   ;End
  21531.  
  21532.   ; *** AUDIO Parameters ***
  21533.   VoiceSelect      = GattlingCannonSelect
  21534.   SoundDie              = BuildingDie
  21535.   SoundOnDamaged        = BuildingDamagedStateLight
  21536.   SoundOnReallyDamaged  = BuildingDestroy
  21537.  
  21538.   UnitSpecificSounds
  21539.     UnderConstruction     = UnderConstructionLoop
  21540.     VoiceRapidFire        = NoSound
  21541.   End
  21542.  
  21543.   UnitSpecificSounds
  21544.     TurretMoveStart = NoSound
  21545.     TurretMoveLoop  = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud
  21546.   End
  21547.  
  21548.   ; *** ENGINEERING Parameters ***
  21549.   RadarPriority     = STRUCTURE
  21550.   KindOf            = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
  21551.   Body              = StructureBody ModuleTag_05
  21552.     MaxHealth       = 1000.0
  21553.     InitialHealth   = 1000.0
  21554.   End
  21555.  
  21556.   Behavior = StealthDetectorUpdate ModuleTag_13
  21557.     DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
  21558.     DetectionRange   = 200   ;Dustin, enable this for independant balancing!
  21559.     CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
  21560.     CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  21561.   End
  21562.  
  21563.   Behavior = GenerateMinefieldBehavior     ModuleTag_04
  21564.     TriggeredBy           = Upgrade_ChinaMines
  21565.     MineName              = ChinaStandardMine
  21566.     SmartBorder           = Yes
  21567.     AlwaysCircular        = Yes
  21568.   End
  21569.  
  21570.   Behavior = AIUpdateInterface ModuleTag_06
  21571.     Turret
  21572.       ControlledWeaponSlots = PRIMARY SECONDARY
  21573.       TurretTurnRate      = 180   // turn rate, in degrees per sec
  21574.       TurretPitchRate     = 180
  21575.       AllowsPitch         = Yes
  21576.       FiresWhileTurning   = Yes
  21577.       NaturalTurretPitch  = 45 ; this keeps it aimed half way between land and sky
  21578.       MinIdleScanInterval   = 250    ; in milliseconds
  21579.       MaxIdleScanInterval   = 250   ; in milliseconds
  21580.       MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
  21581.       MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
  21582.     End
  21583.     AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
  21584.     MoodAttackCheckRate        = 250
  21585.   End
  21586.  
  21587.   Behavior = ProductionUpdate ModuleTag_07
  21588.     ; nothing, but is required if we have any Object-level Upgrades!
  21589.   End
  21590.  
  21591.   Behavior             = DestroyDie ModuleTag_08
  21592.     ;nothing
  21593.   End
  21594.   Behavior             = FXListDie ModuleTag_09
  21595.     DeathFX       = FX_StructureTinyDeath
  21596.   End
  21597.  
  21598.   Behavior = ProductionUpdate ModuleTag_10
  21599.     ; nothing
  21600.   End
  21601.   
  21602.   Behavior        = CreateObjectDie ModuleTag_11
  21603.     CreationList  = OCL_LargeStructureDebris
  21604.   End
  21605.  
  21606.   Behavior = FlammableUpdate ModuleTag_12
  21607.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  21608.     AflameDamageAmount = 5       ; taking this much damage...
  21609.     AflameDamageDelay = 500       ; this often.
  21610.   End
  21611.  
  21612.   Behavior = TransitionDamageFX ModuleTag_14
  21613.     ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
  21614.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
  21615.     ;---------------------------------------------------------------------------------------
  21616.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
  21617.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
  21618.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  21619.   End
  21620.  
  21621.   Behavior = WeaponBonusUpgrade ModuleTag_15
  21622.     TriggeredBy = Upgrade_ChinaChainGuns
  21623.   End
  21624.  
  21625.   Geometry            = BOX
  21626.   GeometryMajorRadius = 8.0
  21627.   GeometryMinorRadius = 8.0
  21628.   GeometryHeight      = 20.0
  21629.   GeometryIsSmall     = No      
  21630.   Shadow              = SHADOW_VOLUME
  21631.   BuildCompletion     = PLACED_BY_PLAYER
  21632.  
  21633. End
  21634.  
  21635. ;------------------------------------------------------------------------------
  21636. Object GLABurningBarrier
  21637.  
  21638.   ; *** ART Parameters ***
  21639.   SelectPortrait         = SUBarricade_L
  21640.   ButtonImage            = SUBarricade
  21641.   Draw = W3DModelDraw ModuleTag_01
  21642.     OkToChangeModelColor = Yes
  21643.  
  21644.     ; day
  21645.     ConditionState = NONE
  21646.       Model         = UBBurnBarr
  21647.     End
  21648.     ConditionState = ENEMYNEAR
  21649.       Model         = UBBurnBarr
  21650.       ParticleSysBone        = Fire01 FireBurningBarricade01
  21651.       ParticleSysBone        = Fire02 FireBurningBarricade01
  21652.       ParticleSysBone        = Fire03 FireBurningBarricade01
  21653.       ParticleSysBone        = Fire04 FireBurningBarricade01
  21654.       ParticleSysBone        = Smoke01 SmokeBurningBarricade01
  21655.       ParticleSysBone        = Smoke02 SmokeBurningBarricade01
  21656.       ParticleSysBone        = Smoke03 SmokeBurningBarricade01
  21657.       ParticleSysBone        = Smoke04 SmokeBurningBarricade01
  21658.     End
  21659.  
  21660.     ConditionState = DAMAGED
  21661.       Model         = UBBurnBarr_D
  21662.     End
  21663.     ConditionState = DAMAGED ENEMYNEAR
  21664.       Model         = UBBurnBarr_D
  21665.       ParticleSysBone        = Fire01 FireBurningBarricade01
  21666.       ParticleSysBone        = Fire02 FireBurningBarricade01
  21667.       ParticleSysBone        = Fire03 FireBurningBarricade01
  21668.       ParticleSysBone        = Fire04 FireBurningBarricade01
  21669.       ParticleSysBone        = Fire05 FireBurningBarricade01
  21670.       ParticleSysBone        = Fire06 FireBurningBarricade01
  21671.       ParticleSysBone        = Fire07 FireBurningBarricade01
  21672.       ParticleSysBone        = Smoke01 SmokeBurningBarricade01
  21673.       ParticleSysBone        = Smoke02 SmokeBurningBarricade01
  21674.       ParticleSysBone        = Smoke03 SmokeBurningBarricade01
  21675.       ParticleSysBone        = Smoke04 SmokeBurningBarricade01
  21676.       ParticleSysBone        = Smoke05 SmokeBurningBarricade01
  21677.       ParticleSysBone        = Smoke06 SmokeBurningBarricade01
  21678.       ParticleSysBone        = Smoke07 SmokeBurningBarricade01
  21679.     End
  21680.  
  21681.     ConditionState = REALLYDAMAGED RUBBLE
  21682.       Model         = UBBurnBarr_E
  21683.     End
  21684.     ConditionState = REALLYDAMAGED RUBBLE ENEMYNEAR
  21685.       Model         = UBBurnBarr_E
  21686.       ParticleSysBone        = Fire01 FireBurningBarricade01
  21687.       ParticleSysBone        = Fire02 FireBurningBarricade01
  21688.       ParticleSysBone        = Fire03 FireBurningBarricade01
  21689.       ParticleSysBone        = Fire04 FireBurningBarricade01
  21690.       ParticleSysBone        = Fire05 FireBurningBarricade01
  21691.       ParticleSysBone        = Fire06 FireBurningBarricade01
  21692.       ParticleSysBone        = Fire07 FireBurningBarricade01
  21693.       ParticleSysBone        = Smoke01 SmokeBurningBarricade01
  21694.       ParticleSysBone        = Smoke02 SmokeBurningBarricade01
  21695.       ParticleSysBone        = Smoke03 SmokeBurningBarricade01
  21696.       ParticleSysBone        = Smoke04 SmokeBurningBarricade01
  21697.       ParticleSysBone        = Smoke05 SmokeBurningBarricade01
  21698.       ParticleSysBone        = Smoke06 SmokeBurningBarricade01
  21699.       ParticleSysBone        = Smoke07 SmokeBurningBarricade01
  21700.     End
  21701.   End
  21702.  
  21703.   ; ***DESIGN parameters ***
  21704.   DisplayName      = OBJECT:BurningBarricade
  21705.   Side             = GLA
  21706.   EditorSorting    = STRUCTURE
  21707.   Prerequisites
  21708.     Object = GLABarracks
  21709.   End
  21710.   BuildCost        = 50
  21711.   BuildTime        = 2.0           ; in seconds
  21712.   VisionRange      = 50.0       ; Shroud clearing distance
  21713.   ShroudClearingRange = 50
  21714.   ArmorSet
  21715.     Conditions      = None
  21716.     Armor           = WallArmor
  21717.     DamageFX        = StructureDamageFXNoShake
  21718.   End
  21719.  
  21720.   FenceWidth      = 40  ; Spacing used by the fence tool in worldbuilder.
  21721.   FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
  21722.   CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  21723.  
  21724.   ; *** AUDIO Parameters ***
  21725.   VoiceSelect = NoSound
  21726.  
  21727.   ; *** ENGINEERING Parameters ***
  21728.   KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
  21729.   Body            = StructureBody ModuleTag_02
  21730.     MaxHealth       = 1000.0
  21731.     InitialHealth   = 1000.0
  21732.   End
  21733.  
  21734.   Behavior = EnemyNearUpdate ModuleTag_03
  21735.     ;nothing
  21736.   End
  21737.  
  21738.   Behavior = DestroyDie ModuleTag_04
  21739.     ;nothing
  21740.   End
  21741.   Behavior             = CreateObjectDie ModuleTag_05
  21742.     CreationList  = OCL_SmallStructureDebris
  21743.   End
  21744.   Behavior             = FXListDie ModuleTag_06
  21745.     DeathFX       = FX_SmallStructureDeath
  21746.   End
  21747.   Geometry            = BOX
  21748.   GeometryMajorRadius = 21.0
  21749.   GeometryMinorRadius = 7.0
  21750.   GeometryHeight      = 4.0
  21751.   GeometryIsSmall     = No
  21752.   Shadow              = SHADOW_VOLUME
  21753.   BuildCompletion     = PLACED_BY_PLAYER
  21754.  
  21755. End
  21756.  
  21757. ;------------------------------------------------------------------------------
  21758. Object AmericaCheckpoint
  21759.  
  21760.   ; *** ART Parameters ***
  21761.   Draw = W3DModelDraw ModuleTag_01
  21762.     OkToChangeModelColor = Yes
  21763.  
  21764.     ConditionState = NONE
  21765.       Model = PMChkPnt02
  21766.     End
  21767.  
  21768.  
  21769.     ConditionState    = DOOR_1_OPENING
  21770.  
  21771. ;      Model         = NBPTower_E                  ;PLACE HOLDER
  21772. ;      Animation     = NBPTower_E.NBPTower_E       ;PLACE HOLDER
  21773.  
  21774.       Model           = PMChkPnt02               ;REAL THING  
  21775.       Animation       = PMChkPnt02.PMChkPnt02    ;REAL THING
  21776.       AnimationMode   = ONCE
  21777.       Flags           = START_FRAME_FIRST
  21778.     End
  21779.  
  21780.     ConditionState    = DOOR_1_CLOSING
  21781.       Model           = PMChkPnt02               
  21782.       Animation       = PMChkPnt02.PMChkPnt02    
  21783.       AnimationMode   = ONCE_BACKWARDS
  21784.       Flags           = START_FRAME_LAST
  21785.     End
  21786.  
  21787.  
  21788.   End
  21789.  
  21790.   ; ***DESIGN parameters ***
  21791.   DisplayName      = OBJECT:Checkpoint
  21792.   Side             = America
  21793.   EditorSorting    = STRUCTURE
  21794.  
  21795.   Prerequisites
  21796.     Object = AmericaCommandCenter
  21797.     Object = AmericaBarracks
  21798.     Object = AmericaPowerPlant
  21799.   End
  21800.  
  21801.   BuildCost        = 100
  21802.   BuildTime        = 5.0           ; in seconds
  21803.   VisionRange      = 100.0       ; Shroud clearing distance
  21804.   ShroudClearingRange = 100
  21805.  
  21806.   ArmorSet
  21807.     Conditions      = None
  21808.     Armor           = WallArmor
  21809.     DamageFX        = StructureDamageFXNoShake
  21810.   End
  21811.  
  21812.   ; *** AUDIO Parameters ***
  21813.   VoiceSelect = NoSound
  21814.  
  21815.   ; *** ENGINEERING Parameters ***
  21816.   KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE
  21817.   Body            = StructureBody ModuleTag_02
  21818.     MaxHealth       = 1000.0
  21819.     InitialHealth   = 1000.0
  21820.   End
  21821.  
  21822.   Behavior = CheckpointUpdate ModuleTag_03
  21823.     ;nothing
  21824.   End
  21825.  
  21826.   Behavior = DestroyDie ModuleTag_04
  21827.     ;nothing
  21828.   End
  21829.  
  21830.   Behavior             = CreateObjectDie ModuleTag_05
  21831.     CreationList  = OCL_SmallStructureDebris
  21832.   End
  21833.  
  21834.   Behavior             = FXListDie ModuleTag_06
  21835.     DeathFX       = FX_SmallStructureDeath
  21836.   End
  21837.  
  21838.   Behavior = FlammableUpdate ModuleTag_08
  21839.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  21840.     AflameDamageAmount = 5       ; taking this much damage...
  21841.     AflameDamageDelay = 500       ; this often.
  21842.   End
  21843.  
  21844.   Geometry            = BOX
  21845.   GeometryMajorRadius = 3.0
  21846.   GeometryMinorRadius = 26.0
  21847.   GeometryHeight      = 20.0
  21848.   GeometryIsSmall     = No
  21849.   Shadow              = SHADOW_VOLUME
  21850.   BuildCompletion     = PLACED_BY_PLAYER
  21851.  
  21852. End
  21853.  
  21854. ;---------------------------------------------------------------------
  21855. Object GLAStingerSiteNoHole
  21856.  
  21857.   ; *** ART Parameters ***
  21858.   SelectPortrait         = SUStinger_L
  21859.   ButtonImage            = SUStinger
  21860.   Draw = W3DModelDraw ModuleTag_01
  21861.     OkToChangeModelColor = Yes
  21862.     
  21863.     ; day ************************************
  21864.     ConditionState = NONE
  21865.       Model = UBStingerS
  21866.     End
  21867.     
  21868.     ConditionState = DAMAGED
  21869.       Model = UBStingerS_D
  21870.     End
  21871.     
  21872.     ConditionState = REALLYDAMAGED RUBBLE
  21873.       Model = UBStingerS_E
  21874.     End
  21875.     
  21876.     ConditionState       = AWAITING_CONSTRUCTION
  21877.       Model              = None
  21878.     End
  21879.     
  21880.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  21881.       Model              = UBStingerS
  21882.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21883.     End
  21884.     
  21885.     
  21886.     ; day snow ************************************
  21887.     ConditionState = SNOW
  21888.       Model = UBStingerS_S
  21889.     End
  21890.     
  21891.     ConditionState = DAMAGED SNOW
  21892.       Model = UBStingerS_DS
  21893.     End
  21894.     
  21895.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  21896.       Model = UBStingerS_ES
  21897.     End
  21898.     
  21899.     ConditionState       = AWAITING_CONSTRUCTION SNOW
  21900.       Model              = None
  21901.     End
  21902.     
  21903.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  21904.       Model              = UBStingerS_S
  21905.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21906.     End
  21907.     
  21908.     ; night  **********************************
  21909.     ConditionState       = NIGHT 
  21910.       Model              = UBStingerS_N
  21911.     End
  21912.     
  21913.     ConditionState       = DAMAGED NIGHT 
  21914.       Model              = UBStingerS_DN
  21915.     End
  21916.     
  21917.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT 
  21918.       Model              = UBStingerS_EN
  21919.     End
  21920.     
  21921.     ConditionState       = AWAITING_CONSTRUCTION NIGHT 
  21922.       Model              = None
  21923.     End
  21924.     
  21925.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 
  21926.       Model              = UBStingerS_N
  21927.       Animation          = None
  21928.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21929.     End
  21930.     
  21931.     
  21932.     ; night snow **********************************
  21933.     ConditionState       = NIGHT SNOW
  21934.       Model              = UBStingerS_NS
  21935.     End
  21936.     
  21937.     ConditionState       = DAMAGED NIGHT SNOW
  21938.       Model              = UBStingerS_DNS
  21939.     End
  21940.     
  21941.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
  21942.       Model              = UBStingerS_ENS
  21943.     End
  21944.     
  21945.     ConditionState       = AWAITING_CONSTRUCTION NIGHT SNOW
  21946.       Model              = None
  21947.     End
  21948.     
  21949.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  21950.       Model              = UBStingerS_NS
  21951.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  21952.     End
  21953.     
  21954.     
  21955.     
  21956.     
  21957.     ConditionState  = SOLD
  21958.       Model   = None
  21959.     End
  21960.     
  21961.     ConditionState  = SOLD SNOW
  21962.        Model   = NONE
  21963.     End    
  21964.  
  21965.     ConditionState  = SOLD NIGHT
  21966.        Model   = NONE
  21967.     End    
  21968.  
  21969.     ConditionState  = SOLD NIGHT SNOW
  21970.        Model   = NONE
  21971.     End   
  21972.   
  21973.   End
  21974.   ; ------------ construction-zone fence -----------------
  21975.   Draw = W3DModelDraw ModuleTag_02
  21976.   AnimationsRequirePower = No
  21977.     DefaultConditionState
  21978.       Model           = None
  21979.       TransitionKey   = DOWN_DEFAULT
  21980.     End
  21981.     ConditionState    = NIGHT
  21982.       Model           = None
  21983.       TransitionKey   = DOWN_DEFAULT
  21984.     End
  21985.     ConditionState    = SNOW
  21986.       Model           = None
  21987.       TransitionKey   = DOWN_DEFAULT
  21988.     End
  21989.     ConditionState    = SNOW NIGHT
  21990.       Model           = None
  21991.       TransitionKey   = DOWN_DEFAULT
  21992.     End
  21993.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  21994.       Model           = UBStingerS_A4
  21995.       Animation       = UBStingerS_A4.UBStingerS_A4
  21996.       AnimationMode   = MANUAL
  21997.       Flags           = START_FRAME_LAST
  21998.       TransitionKey   = UP_DAY
  21999.     End
  22000.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  22001.       Model           = UBStingerS_A4N
  22002.       Animation       = UBStingerS_A4N.UBStingerS_A4N
  22003.       AnimationMode   = MANUAL
  22004.       Flags           = START_FRAME_LAST
  22005.       TransitionKey   = UP_NIGHT
  22006.     End
  22007.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  22008.       Model           = UBStingerS_A4S
  22009.       Animation       = UBStingerS_A4S.UBStingerS_A4S
  22010.       AnimationMode   = MANUAL
  22011.       Flags           = START_FRAME_LAST
  22012.       TransitionKey   = UP_SNOW
  22013.     End
  22014.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  22015.       Model           = UBStingerS_A4SN
  22016.       Animation       = UBStingerS_A4SN.UBStingerS_A4SN
  22017.       AnimationMode   = MANUAL
  22018.       Flags           = START_FRAME_LAST
  22019.       TransitionKey   = UP_SNOWNIGHT
  22020.     End
  22021.     TransitionState   = DOWN_DEFAULT UP_DAY
  22022.       Model           = UBStingerS_A4
  22023.       Animation       = UBStingerS_A4.UBStingerS_A4
  22024.       AnimationMode   = ONCE
  22025.       AnimationSpeedFactorRange = 1.0 1.0
  22026.       Flags           = START_FRAME_FIRST
  22027.     End
  22028.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  22029.       Model           = UBStingerS_A4N
  22030.       Animation       = UBStingerS_A4N.UBStingerS_A4N
  22031.       AnimationMode   = ONCE
  22032.       AnimationSpeedFactorRange = 1.0 1.0
  22033.       Flags           = START_FRAME_FIRST
  22034.     End
  22035.     TransitionState   = DOWN_DEFAULT UP_SNOW
  22036.       Model           = UBStingerS_A4S
  22037.       Animation       = UBStingerS_A4S.UBStingerS_A4S
  22038.       AnimationMode   = ONCE
  22039.       AnimationSpeedFactorRange = 1.0 1.0
  22040.       Flags           = START_FRAME_FIRST
  22041.     End
  22042.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  22043.       Model           = UBStingerS_A4SN
  22044.       Animation       = UBStingerS_A4SN.UBStingerS_A4SN
  22045.       AnimationMode   = ONCE
  22046.       AnimationSpeedFactorRange = 1.0 1.0
  22047.       Flags           = START_FRAME_FIRST
  22048.     End
  22049.     TransitionState   = UP_DAY DOWN_DEFAULT
  22050.       Model           = UBStingerS_A4
  22051.       Animation       = UBStingerS_A4.UBStingerS_A4
  22052.       AnimationMode   = ONCE_BACKWARDS
  22053.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  22054.       Flags           = START_FRAME_LAST
  22055.     End
  22056.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  22057.       Model           = UBStingerS_A4N
  22058.       Animation       = UBStingerS_A4N.UBStingerS_A4N
  22059.       AnimationMode   = ONCE_BACKWARDS
  22060.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  22061.       Flags           = START_FRAME_LAST
  22062.     End
  22063.     TransitionState   = UP_SNOW DOWN_DEFAULT
  22064.       Model           = UBStingerS_A4S
  22065.       Animation       = UBStingerS_A4S.UBStingerS_A4S
  22066.       AnimationMode   = ONCE_BACKWARDS
  22067.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  22068.       Flags           = START_FRAME_LAST
  22069.     End
  22070.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  22071.       Model           = UBStingerS_A4SN
  22072.       Animation       = UBStingerS_A4SN.UBStingerS_A4SN
  22073.       AnimationMode   = ONCE_BACKWARDS
  22074.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  22075.       Flags           = START_FRAME_LAST
  22076.     End
  22077.   End
  22078.  
  22079.   ; ------------ under-construction scaffolding -----------------
  22080.   Draw = W3DModelDraw ModuleTag_03
  22081.   AnimationsRequirePower = No
  22082.     MinLODRequired = MEDIUM
  22083.     DefaultConditionState
  22084.       Model           = None
  22085.       TransitionKey   = DOWN_DEFAULT
  22086.     End
  22087.     ConditionState    = NIGHT
  22088.       Model           = None
  22089.       TransitionKey   = DOWN_DEFAULT
  22090.     End
  22091.     ConditionState    = SNOW
  22092.       Model           = None
  22093.       TransitionKey   = DOWN_DEFAULT
  22094.     End
  22095.     ConditionState    = SNOW NIGHT
  22096.       Model           = None
  22097.       TransitionKey   = DOWN_DEFAULT
  22098.     End
  22099.     ConditionState    = PARTIALLY_CONSTRUCTED
  22100.       Model           = UBStingerS_A6
  22101.       Animation       = UBStingerS_A6.UBStingerS_A6
  22102.       AnimationMode   = MANUAL
  22103.       Flags           = START_FRAME_LAST
  22104.       TransitionKey   = UP_DAY
  22105.       ParticleSysBone = Smoke01 BuildUpSmoke
  22106.       ParticleSysBone = Smoke02 BuildUpSmoke
  22107.       ParticleSysBone = Smoke03 BuildUpSmoke
  22108.     End
  22109.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  22110.       Model           = UBStingerS_A6N
  22111.       Animation       = UBStingerS_A6N.UBStingerS_A6N
  22112.       AnimationMode   = MANUAL
  22113.       Flags           = START_FRAME_LAST
  22114.       TransitionKey   = UP_NIGHT
  22115.       ParticleSysBone = Smoke01 BuildUpSmoke
  22116.       ParticleSysBone = Smoke02 BuildUpSmoke
  22117.       ParticleSysBone = Smoke03 BuildUpSmoke
  22118.     End
  22119.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  22120.       Model           = UBStingerS_A6S
  22121.       Animation       = UBStingerS_A6S.UBStingerS_A6S
  22122.       AnimationMode   = MANUAL
  22123.       Flags           = START_FRAME_LAST
  22124.       TransitionKey   = UP_SNOW
  22125.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  22126.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  22127.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  22128.     End
  22129.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  22130.       Model           = UBStingerS_A6SN
  22131.       Animation       = UBStingerS_A6SN.UBStingerS_A6SN
  22132.       AnimationMode   = MANUAL
  22133.       Flags           = START_FRAME_LAST
  22134.       TransitionKey   = UP_SNOWNIGHT
  22135.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  22136.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  22137.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  22138.     End
  22139.     TransitionState   = DOWN_DEFAULT UP_DAY
  22140.      Model            = UBStingerS_A6
  22141.       Animation       = UBStingerS_A6.UBStingerS_A6
  22142.       AnimationMode   = ONCE
  22143.       AnimationSpeedFactorRange = 1.0 1.0
  22144.       Flags           = START_FRAME_FIRST
  22145.     End
  22146.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  22147.      Model            = UBStingerS_A6N
  22148.       Animation       = UBStingerS_A6N.UBStingerS_A6N
  22149.       AnimationMode   = ONCE
  22150.       AnimationSpeedFactorRange = 1.0 1.0
  22151.       Flags           = START_FRAME_FIRST
  22152.     End
  22153.     TransitionState   = DOWN_DEFAULT UP_SNOW
  22154.      Model            = UBStingerS_A6S
  22155.       Animation       = UBStingerS_A6S.UBStingerS_A6S
  22156.       AnimationMode   = ONCE
  22157.       AnimationSpeedFactorRange = 1.0 1.0
  22158.       Flags           = START_FRAME_FIRST
  22159.     End
  22160.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  22161.      Model            = UBStingerS_A6SN
  22162.       Animation       = UBStingerS_A6SN.UBStingerS_A6SN
  22163.       AnimationMode   = ONCE
  22164.       AnimationSpeedFactorRange = 1.0 1.0
  22165.       Flags           = START_FRAME_FIRST
  22166.     End
  22167.     TransitionState   = UP_DAY DOWN_DEFAULT
  22168.       Model           = UBStingerS_A6
  22169.       Animation       = UBStingerS_A6.UBStingerS_A6
  22170.       AnimationMode   = ONCE_BACKWARDS
  22171.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  22172.       Flags           = START_FRAME_LAST
  22173.     End
  22174.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  22175.       Model           = UBStingerS_A6N
  22176.       Animation       = UBStingerS_A6N.UBStingerS_A6N
  22177.       AnimationMode   = ONCE_BACKWARDS
  22178.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  22179.       Flags           = START_FRAME_LAST
  22180.     End
  22181.     TransitionState   = UP_SNOW DOWN_DEFAULT
  22182.       Model           = UBStingerS_A6S
  22183.       Animation       = UBStingerS_A6S.UBStingerS_A6S
  22184.       AnimationMode   = ONCE_BACKWARDS
  22185.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  22186.       Flags           = START_FRAME_LAST
  22187.     End
  22188.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  22189.       Model           = UBStingerS_A6SN
  22190.       Animation       = UBStingerS_A6SN.UBStingerS_A6SN
  22191.       AnimationMode   = ONCE_BACKWARDS
  22192.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  22193.       Flags           = START_FRAME_LAST
  22194.     End
  22195.   End
  22196.   
  22197.   PlacementViewAngle = -45
  22198.  
  22199.   ; ***DESIGN parameters ***
  22200.   DisplayName         = OBJECT:StingerSite
  22201.   Side                = GLA
  22202.   EditorSorting       = STRUCTURE
  22203.   Prerequisites
  22204.     Object            = GLABarracks
  22205.   End
  22206.   BuildCost           = 900
  22207.   BuildTime           = 25.0           ; in seconds
  22208.   EnergyProduction    = 0
  22209.   VisionRange         = 600.0           ; Shroud clearing distance
  22210.   ShroudClearingRange = 400
  22211.   ArmorSet
  22212.     Conditions        = None
  22213.     Armor             = StingerSiteArmor
  22214.     DamageFX          = StructureDamageFXNoShake
  22215.   End
  22216.   CommandSet          = GLAStingerSiteCommandSet
  22217.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  22218.  
  22219.   ; *** AUDIO Parameters ***
  22220.   VoiceSelect         = StingerSiteSelect
  22221.   SoundDie              = BuildingDie
  22222.   SoundOnDamaged        = BuildingDamagedStateLight
  22223.   SoundOnReallyDamaged  = BuildingDestroy
  22224.  
  22225.   UnitSpecificSounds
  22226.     UnderConstruction     = UnderConstructionLoop
  22227.   End
  22228.  
  22229.   ; *** ENGINEERING Parameters ***
  22230.   RadarPriority        = STRUCTURE
  22231.   KindOf               = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS MP_COUNT_FOR_VICTORY SCORE_CREATE
  22232.  
  22233.   Body                 = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior!
  22234.     MaxHealth          = 1000.0
  22235.     InitialHealth      = 1000.0
  22236.     ;**Careful with these damage types -- because area damage types will already
  22237.     ;**damage slaves.
  22238.     PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +FLESHY_SNIPER +POISON +RADIATION
  22239.     SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +FLESHY_SNIPER ; Take no damage if noone to pass this to
  22240.   End
  22241.  
  22242.   Behavior = SpawnPointProductionExitUpdate ModuleTag_05
  22243.     SpawnPointBoneName = SpawnPoint
  22244.   End
  22245.  
  22246.   Behavior                = SpawnBehavior ModuleTag_06
  22247.     SpawnNumber           = 3
  22248.     SpawnReplaceDelay     = 30000 ;msec
  22249.     SpawnTemplateName     = GLAInfantryStingerSoldier
  22250.     CanReclaimOrphans     = No
  22251.     SpawnedRequireSpawner = Yes
  22252.   End
  22253.  
  22254.   Behavior        = DestroyDie ModuleTag_09
  22255.     ;<NO DATA>
  22256.   End
  22257.   Behavior        = CreateObjectDie ModuleTag_10
  22258.     CreationList  = OCL_ABStingerSiteDebris
  22259.   End
  22260.   Behavior        = FXListDie ModuleTag_11
  22261.     DeathFX       = FX_StructureSmallDeath
  22262.   End
  22263.   Behavior        = FireWeaponWhenDeadBehavior ModuleTag_12
  22264.     DeathWeapon   = StingerSiteDeathConcussion
  22265.     StartsActive  = Yes
  22266.   End
  22267.  
  22268.   Behavior                = FlammableUpdate ModuleTag_15
  22269.     AflameDuration        = 5000         ; If I catch fire, I'll burn for this long...
  22270.     AflameDamageAmount    = 5       ; taking this much damage...
  22271.     AflameDamageDelay     = 500       ; this often.
  22272.   End
  22273.  
  22274.   Behavior = TransitionDamageFX ModuleTag_16
  22275.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  22276.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  22277.     ;---------------------------------------------------------------------------------------
  22278.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  22279.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  22280.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  22281.   End
  22282.  
  22283.   Geometry            = CYLINDER
  22284.   GeometryMajorRadius = 36.0
  22285.   GeometryHeight      = 9.0    
  22286.   GeometryIsSmall     = No
  22287.   Shadow              = SHADOW_VOLUME
  22288.   BuildCompletion     = PLACED_BY_PLAYER
  22289.  
  22290. End
  22291.  
  22292.  
  22293.  
  22294. ;------------------------------------------------------------------------------
  22295. ;------------------------------------------------------------------------------
  22296. ;
  22297. ;    Operation: Thunder Storm
  22298. ;    FactionBuilding.ini
  22299. ;
  22300. ;------------------------------------------------------------------------------
  22301. ;------------------------------------------------------------------------------
  22302.  
  22303. ;------------------------------------------------------------------------------
  22304.  
  22305. Object AmericaAirfield
  22306.  
  22307.   ; *** ART Parameters ***
  22308.   SelectPortrait         = SAACommand_L
  22309.   ButtonImage            = SAACommand
  22310.   Draw = W3DModelDraw ModuleTag_01
  22311.  
  22312.     ExtraPublicBone = Runway1Parking1 
  22313.     ExtraPublicBone = Runway1Parking2 
  22314.     ExtraPublicBone = Runway2Parking1 
  22315.     ExtraPublicBone = Runway2Parking2 
  22316.     ExtraPublicBone = Runway1Park1Han
  22317.     ExtraPublicBone = Runway1Park2Han
  22318.     ExtraPublicBone = Runway2Park1Han
  22319.     ExtraPublicBone = Runway2Park2Han 
  22320.     ExtraPublicBone = Runway1Prep1 
  22321.     ExtraPublicBone = Runway1Prep2 
  22322.     ExtraPublicBone = Runway2Prep1 
  22323.     ExtraPublicBone = Runway2Prep2 
  22324.     ExtraPublicBone = RunwayStart1 
  22325.     ExtraPublicBone = RunwayStart2 
  22326.     ExtraPublicBone = RunwayEnd1 
  22327.     ExtraPublicBone = RunwayEnd2
  22328.     ExtraPublicBone = HeliPark01
  22329.  
  22330.     OkToChangeModelColor = Yes
  22331.  
  22332.     ; day ********************************************
  22333.     DefaultConditionState
  22334.       Model              = ABArFrcCmd
  22335.       Animation          = ABArFrcCmd.ABArFrcCmd
  22336.       AnimationMode      = LOOP
  22337.     End
  22338.     ConditionState       = DAMAGED
  22339.       Model              = ABArFrcCmd_D
  22340.       Animation          = ABArFrcCmd_D.ABArFrcCmd_D
  22341.       AnimationMode      = LOOP
  22342.       ParticleSysBone    = Smoke01 SmolderingSmoke
  22343.       ParticleSysBone    = Smoke02 SmolderingSmoke
  22344.       ParticleSysBone    = Smoke03 SmolderingSmoke
  22345.       ParticleSysBone    = Fire01 SmolderingFire
  22346.     End
  22347.     ConditionState       = REALLYDAMAGED RUBBLE
  22348.       Model              = ABArFrcCmd_E
  22349.       Animation          = ABArFrcCmd_E.ABArFrcCmd_E
  22350.       AnimationMode      = LOOP
  22351.       ParticleSysBone    = Smoke01 SmolderingSmoke
  22352.       ParticleSysBone    = Smoke02 SmolderingSmoke
  22353.       ParticleSysBone    = Smoke03 SmolderingSmoke
  22354.       ParticleSysBone    = Smoke04 SmolderingSmoke
  22355.       ParticleSysBone    = Smoke05 SmokeFactionLarge
  22356.       ParticleSysBone    = Smoke06 SmokeFactionLarge
  22357.       ParticleSysBone    = Fire01 SmolderingFire
  22358.       ParticleSysBone    = Fire02 SmolderingFire
  22359.       ParticleSysBone    = Fire03 FireFactionLarge
  22360.       ParticleSysBone    = Spark01 SparksLarge
  22361.     End
  22362.     
  22363.     ConditionState       = SNOW
  22364.       Model              = ABArFrcCmd_S
  22365.       Animation          = ABArFrcCmd_S.ABArFrcCmd_S
  22366.       AnimationMode      = LOOP
  22367.     End
  22368.     ConditionState       = DAMAGED SNOW
  22369.       Model              = ABArFrcCmd_DS
  22370.       Animation          = ABArFrcCmd_DS.ABArFrcCmd_DS
  22371.       AnimationMode      = LOOP
  22372.       ParticleSysBone    = Smoke01 SmolderingSmoke
  22373.       ParticleSysBone    = Smoke02 SmolderingSmoke
  22374.       ParticleSysBone    = Smoke03 SmolderingSmoke
  22375.       ParticleSysBone    = Fire01 SmolderingFire
  22376.     End
  22377.     ConditionState       = REALLYDAMAGED RUBBLE SNOW
  22378.       Model              = ABArFrcCmd_ES
  22379.       Animation          = ABArFrcCmd_ES.ABArFrcCmd_ES
  22380.       AnimationMode      = LOOP
  22381.       ParticleSysBone    = Smoke01 SmolderingSmoke
  22382.       ParticleSysBone    = Smoke02 SmolderingSmoke
  22383.       ParticleSysBone    = Smoke03 SmolderingSmoke
  22384.       ParticleSysBone    = Smoke04 SmolderingSmoke
  22385.       ParticleSysBone    = Smoke05 SmokeFactionLarge
  22386.       ParticleSysBone    = Smoke06 SmokeFactionLarge
  22387.       ParticleSysBone    = Fire01 SmolderingFire
  22388.       ParticleSysBone    = Fire02 SmolderingFire
  22389.       ParticleSysBone    = Fire03 FireFactionLarge
  22390.       ParticleSysBone    = Spark01 SparksLarge
  22391.     End
  22392.  
  22393.     ; night ******************************************
  22394.     ConditionState       = NIGHT
  22395.       Model              = ABArFrcCmd_N
  22396.       Animation          = ABArFrcCmd_N.ABArFrcCmd_N
  22397.       AnimationMode      = LOOP
  22398.     End
  22399.     ConditionState       = DAMAGED NIGHT
  22400.       Model              = ABArFrcCmd_ND
  22401.       Animation          = ABArFrcCmd_ND.ABArFrcCmd_ND
  22402.       AnimationMode      = LOOP
  22403.     End
  22404.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT
  22405.       Model              = ABArFrcCmd_NE
  22406.       Animation          = ABArFrcCmd_NE.ABArFrcCmd_NE
  22407.       AnimationMode      = LOOP
  22408.     End
  22409.     
  22410.     ConditionState       = NIGHT SNOW
  22411.       Model              = ABArFrcCmd_NS
  22412.       Animation          = ABArFrcCmd_NS.ABArFrcCmd_NS
  22413.       AnimationMode      = LOOP
  22414.     End
  22415.     ConditionState       = DAMAGED NIGHT SNOW
  22416.       Model              = ABArFrcCmd_NDS
  22417.       Animation          = ABArFrcCmd_NDS.ABArFrcCmd_NDS
  22418.       AnimationMode      = LOOP
  22419.     End
  22420.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
  22421.       Model              = ABArFrcCmd_NES
  22422.       Animation          = ABArFrcCmd_NES.ABArFrcCmd_NES
  22423.       AnimationMode      = LOOP
  22424.     End
  22425.     
  22426.        ;**************************************************************************************************************************
  22427.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  22428.     ;for this draw module
  22429.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  22430.       Model              = ABArFrcCmd
  22431.       Animation          = ABArFrcCmd.ABArFrcCmd
  22432.       AnimationMode      = LOOP
  22433.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22434.     End
  22435.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  22436.       Model              = ABArFrcCmd_D
  22437.       Animation          = ABArFrcCmd_D.ABArFrcCmd_D
  22438.       AnimationMode      = LOOP
  22439.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22440.     End
  22441.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  22442.       Model              = ABArFrcCmd_E
  22443.       Animation          = ABArFrcCmd_E.ABArFrcCmd_E
  22444.       AnimationMode      = LOOP
  22445.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22446.     End
  22447.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  22448.       Model              = ABArFrcCmd_N
  22449.       Animation          = ABArFrcCmd_N.ABArFrcCmd_N
  22450.       AnimationMode      = LOOP
  22451.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22452.     End
  22453.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  22454.       Model              = ABArFrcCmd_ND
  22455.       Animation          = ABArFrcCmd_ND.ABArFrcCmd_ND
  22456.       AnimationMode      = LOOP
  22457.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22458.     End
  22459.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  22460.       Model              = ABArFrcCmd_NE
  22461.       Animation          = ABArFrcCmd_NE.ABArFrcCmd_NE
  22462.       AnimationMode      = LOOP
  22463.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22464.     End
  22465.     ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  22466.       Model              = ABArFrcCmd_S
  22467.       Animation          = ABArFrcCmd_S.ABArFrcCmd_S
  22468.       AnimationMode      = LOOP
  22469.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22470.     End
  22471.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  22472.       Model              = ABArFrcCmd_DS
  22473.       Animation          = ABArFrcCmd_DS.ABArFrcCmd_DS
  22474.       AnimationMode      = LOOP
  22475.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22476.     End
  22477.     ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  22478.       Model              = ABArFrcCmd_ES
  22479.       Animation          = ABArFrcCmd_ES.ABArFrcCmd_ES
  22480.       AnimationMode      = LOOP
  22481.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22482.     End
  22483.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  22484.       Model              = ABArFrcCmd_NS
  22485.       Animation          = ABArFrcCmd_NS.ABArFrcCmd_NS
  22486.       AnimationMode      = LOOP
  22487.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22488.     End
  22489.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  22490.       Model              = ABArFrcCmd_NDS
  22491.       Animation          = ABArFrcCmd_NDS.ABArFrcCmd_NDS
  22492.       AnimationMode      = LOOP
  22493.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22494.     End
  22495.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  22496.       Model              = ABArFrcCmd_NES
  22497.       Animation          = ABArFrcCmd_NES.ABArFrcCmd_NES
  22498.       AnimationMode      = LOOP
  22499.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22500.     End
  22501.  
  22502.     ConditionState       = AWAITING_CONSTRUCTION 
  22503.       Model              = NONE
  22504.     End
  22505.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  22506.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  22507.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  22508.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  22509.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  22510.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  22511.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  22512.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  22513.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  22514.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  22515.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  22516.     AliasConditionState  = SOLD 
  22517.     AliasConditionState  = SOLD DAMAGED
  22518.     AliasConditionState  = SOLD REALLYDAMAGED
  22519.     AliasConditionState  = SOLD NIGHT
  22520.     AliasConditionState  = SOLD NIGHT DAMAGED
  22521.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  22522.     AliasConditionState  = SOLD SNOW
  22523.     AliasConditionState  = SOLD SNOW DAMAGED
  22524.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  22525.     AliasConditionState  = SOLD NIGHT SNOW
  22526.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  22527.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  22528.     ;**************************************************************************************************************************
  22529.  
  22530.   End
  22531.  
  22532.   ; ------------ blinky production lights -----------------
  22533.   Draw = W3DModelDraw ModuleTag_02
  22534.     DefaultConditionState
  22535.       Model              = None
  22536.     End
  22537.     ConditionState       = ACTIVELY_CONSTRUCTING
  22538.       Model              = ABArFrcCmd_A9
  22539.       Animation          = ABArFrcCmd_A9.ABArFrcCmd_A9
  22540.       AnimationMode      = LOOP
  22541.     End
  22542.   End
  22543.  
  22544.   ; ----------------- door #1 -------------------
  22545.   Draw                = W3DModelDraw ModuleTag_03
  22546.     ConditionState    = NONE
  22547.       Model           = ABArFrcCmd_A7
  22548.       Animation       = ABArFrcCmd_A7.ABArFrcCmd_A7
  22549.       AnimationMode   = MANUAL
  22550.       Flags           = START_FRAME_FIRST
  22551.     End
  22552.     AliasConditionState = NIGHT 
  22553.     AliasConditionState = SNOW 
  22554.     AliasConditionState = NIGHT SNOW 
  22555.     AliasConditionState = NIGHT DAMAGED
  22556.     AliasConditionState = SNOW DAMAGED
  22557.     AliasConditionState = NIGHT SNOW DAMAGED
  22558.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  22559.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  22560.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 
  22561.        
  22562.     ConditionState    = DOOR_1_OPENING
  22563.       Model           = ABArFrcCmd_A7
  22564.       Animation       = ABArFrcCmd_A7.ABArFrcCmd_A7
  22565.       AnimationMode   = ONCE
  22566.       Flags           = START_FRAME_FIRST
  22567.     End 
  22568.     AliasConditionState = NIGHT DOOR_1_OPENING
  22569.     AliasConditionState = SNOW DOOR_1_OPENING
  22570.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING
  22571.     AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
  22572.     AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
  22573.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
  22574.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
  22575.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
  22576.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
  22577.      
  22578.     ConditionState    = DOOR_1_CLOSING
  22579.       Model           = ABArFrcCmd_A7
  22580.       Animation       = ABArFrcCmd_A7.ABArFrcCmd_A7
  22581.       AnimationMode   = ONCE_BACKWARDS
  22582.       Flags           = START_FRAME_LAST
  22583.     End   
  22584.     AliasConditionState = NIGHT DOOR_1_CLOSING
  22585.     AliasConditionState = SNOW DOOR_1_CLOSING
  22586.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
  22587.     AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
  22588.     AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
  22589.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
  22590.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
  22591.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
  22592.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE  DOOR_1_CLOSING
  22593.     
  22594.     ConditionState    = DOOR_1_WAITING_OPEN
  22595.       Model           = ABArFrcCmd_A7
  22596.       Animation       = ABArFrcCmd_A7.ABArFrcCmd_A7
  22597.       AnimationMode   = MANUAL
  22598.       Flags           = START_FRAME_LAST
  22599.     End   
  22600.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
  22601.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN
  22602.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
  22603.     AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
  22604.     AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
  22605.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN
  22606.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
  22607.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
  22608.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
  22609.     
  22610.     
  22611.     ;**************************************************************************************************************************
  22612.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  22613.     ;for this draw module
  22614.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  22615.       Model              = ABArFrcCmd_A7
  22616.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22617.     End
  22618.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  22619.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  22620.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  22621.     
  22622.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  22623.       Model              = ABArFrcCmd_A7
  22624.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22625.     End
  22626.  
  22627.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  22628.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  22629.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  22630.     
  22631.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  22632.       Model              = ABArFrcCmd_A7
  22633.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22634.     End
  22635.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  22636.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  22637.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  22638.     
  22639.     ConditionState       = AWAITING_CONSTRUCTION 
  22640.       Model              = NONE
  22641.     End
  22642.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  22643.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  22644.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  22645.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  22646.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  22647.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  22648.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  22649.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  22650.     AliasConditionState  = SOLD 
  22651.     AliasConditionState  = SOLD DAMAGED
  22652.     AliasConditionState  = SOLD REALLYDAMAGED
  22653.     AliasConditionState  = SOLD NIGHT
  22654.     AliasConditionState  = SOLD NIGHT DAMAGED
  22655.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  22656.     AliasConditionState  = SOLD SNOW
  22657.     AliasConditionState  = SOLD SNOW DAMAGED
  22658.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  22659.     AliasConditionState  = SOLD NIGHT SNOW
  22660.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  22661.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  22662.     ;**************************************************************************************************************************
  22663.     
  22664.   End
  22665.  
  22666.   ; ----------------- door #2 -------------------
  22667.   Draw                = W3DModelDraw ModuleTag_04
  22668.     DefaultConditionState
  22669.       Model           = ABArFrcCmd_A8
  22670.       Animation       = ABArFrcCmd_A8.ABArFrcCmd_A8
  22671.       AnimationMode   = MANUAL
  22672.       Flags           = START_FRAME_FIRST
  22673.     End
  22674.     AliasConditionState = NIGHT 
  22675.     AliasConditionState = SNOW 
  22676.     AliasConditionState = NIGHT SNOW 
  22677.     AliasConditionState = NIGHT DAMAGED
  22678.     AliasConditionState = SNOW DAMAGED
  22679.     AliasConditionState = NIGHT SNOW DAMAGED
  22680.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  22681.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  22682.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 
  22683.     
  22684.     
  22685.     ConditionState    = DOOR_2_OPENING
  22686.       Model           = ABArFrcCmd_A8
  22687.       Animation       = ABArFrcCmd_A8.ABArFrcCmd_A8
  22688.       AnimationMode   = ONCE
  22689.       Flags           = START_FRAME_FIRST
  22690.     End
  22691.     AliasConditionState = NIGHT DOOR_2_OPENING
  22692.     AliasConditionState = SNOW DOOR_2_OPENING
  22693.     AliasConditionState = NIGHT SNOW DOOR_2_OPENING
  22694.     AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING
  22695.     AliasConditionState = SNOW DAMAGED DOOR_2_OPENING
  22696.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING
  22697.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING
  22698.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
  22699.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
  22700.    
  22701.        
  22702.     ConditionState    = DOOR_2_CLOSING
  22703.       Model           = ABArFrcCmd_A8
  22704.       Animation       = ABArFrcCmd_A8.ABArFrcCmd_A8
  22705.       AnimationMode   = ONCE_BACKWARDS
  22706.       Flags           = START_FRAME_LAST
  22707.     End   
  22708.     AliasConditionState = NIGHT DOOR_2_CLOSING
  22709.     AliasConditionState = SNOW DOOR_2_CLOSING
  22710.     AliasConditionState = NIGHT SNOW DOOR_2_CLOSING
  22711.     AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING
  22712.     AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING
  22713.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING
  22714.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING
  22715.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
  22716.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
  22717.     
  22718.     ConditionState    = DOOR_2_WAITING_OPEN
  22719.       Model           = ABArFrcCmd_A8
  22720.       Animation       = ABArFrcCmd_A8.ABArFrcCmd_A8
  22721.       AnimationMode   = MANUAL
  22722.       Flags           = START_FRAME_LAST 
  22723.     End 
  22724.     AliasConditionState = NIGHT DOOR_2_WAITING_OPEN
  22725.     AliasConditionState = SNOW DOOR_2_WAITING_OPEN
  22726.     AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN
  22727.     AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN
  22728.     AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN
  22729.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN
  22730.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
  22731.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
  22732.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
  22733.     
  22734.         ;**************************************************************************************************************************
  22735.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  22736.     ;for this draw module
  22737.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  22738.       Model              = ABArFrcCmd_A8
  22739.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22740.     End
  22741.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  22742.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  22743.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  22744.     
  22745.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  22746.       Model              = ABArFrcCmd_A8
  22747.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22748.     End
  22749.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  22750.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  22751.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  22752.     
  22753.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  22754.       Model              = ABArFrcCmd_A8
  22755.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22756.     End
  22757.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  22758.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  22759.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  22760.     
  22761.     ConditionState       = AWAITING_CONSTRUCTION 
  22762.       Model              = NONE
  22763.     End
  22764.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  22765.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  22766.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  22767.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  22768.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  22769.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  22770.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  22771.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  22772.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  22773.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  22774.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  22775.     AliasConditionState  = SOLD 
  22776.     AliasConditionState  = SOLD DAMAGED
  22777.     AliasConditionState  = SOLD REALLYDAMAGED
  22778.     AliasConditionState  = SOLD NIGHT
  22779.     AliasConditionState  = SOLD NIGHT DAMAGED
  22780.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  22781.     AliasConditionState  = SOLD SNOW
  22782.     AliasConditionState  = SOLD SNOW DAMAGED
  22783.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  22784.     AliasConditionState  = SOLD NIGHT SNOW
  22785.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  22786.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  22787.     ;**************************************************************************************************************************
  22788.     
  22789.   End
  22790.   
  22791.   ; ----------------- door #3 -------------------
  22792.   Draw                = W3DModelDraw ModuleTag_05
  22793.     DefaultConditionState
  22794.       Model           = ABArFrcCmd_A2
  22795.       Animation       = ABArFrcCmd_A2.ABArFrcCmd_A2
  22796.       AnimationMode   = MANUAL
  22797.       Flags           = START_FRAME_FIRST
  22798.     End
  22799.     AliasConditionState = NIGHT 
  22800.     AliasConditionState = SNOW 
  22801.     AliasConditionState = NIGHT SNOW 
  22802.     AliasConditionState = NIGHT DAMAGED
  22803.     AliasConditionState = SNOW DAMAGED
  22804.     AliasConditionState = NIGHT SNOW DAMAGED
  22805.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  22806.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  22807.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  22808.     
  22809.     
  22810.     ConditionState    = DOOR_3_OPENING
  22811.       Model           = ABArFrcCmd_A2
  22812.       Animation       = ABArFrcCmd_A2.ABArFrcCmd_A2
  22813.       AnimationMode   = ONCE
  22814.       Flags           = START_FRAME_FIRST
  22815.     End   
  22816.     AliasConditionState = NIGHT DOOR_3_OPENING
  22817.     AliasConditionState = SNOW DOOR_3_OPENING
  22818.     AliasConditionState = NIGHT SNOW DOOR_3_OPENING
  22819.     AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
  22820.     AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
  22821.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING
  22822.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
  22823.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
  22824.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
  22825.     
  22826.     ConditionState    = DOOR_3_CLOSING
  22827.       Model           = ABArFrcCmd_A2
  22828.       Animation       = ABArFrcCmd_A2.ABArFrcCmd_A2
  22829.       AnimationMode   = ONCE_BACKWARDS
  22830.       Flags           = START_FRAME_LAST
  22831.     End   
  22832.     AliasConditionState = NIGHT DOOR_3_CLOSING
  22833.     AliasConditionState = SNOW DOOR_3_CLOSING
  22834.     AliasConditionState = NIGHT SNOW DOOR_3_CLOSING
  22835.     AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
  22836.     AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
  22837.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING
  22838.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
  22839.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
  22840.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
  22841.     
  22842.     ConditionState    = DOOR_3_WAITING_OPEN
  22843.       Model           = ABArFrcCmd_A2
  22844.       Animation       = ABArFrcCmd_A2.ABArFrcCmd_A2
  22845.       AnimationMode   = MANUAL
  22846.       Flags           = START_FRAME_LAST
  22847.     End  
  22848.     AliasConditionState = NIGHT DOOR_3_WAITING_OPEN
  22849.     AliasConditionState = SNOW DOOR_3_WAITING_OPEN
  22850.     AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN
  22851.     AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN
  22852.     AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN
  22853.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN
  22854.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
  22855.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
  22856.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
  22857.         
  22858.     
  22859.         ;**************************************************************************************************************************
  22860.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  22861.     ;for this draw module
  22862.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  22863.       Model              = ABArFrcCmd_A2
  22864.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22865.     End
  22866.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  22867.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  22868.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  22869.     
  22870.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  22871.       Model              = ABArFrcCmd_A2
  22872.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22873.     End
  22874.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  22875.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  22876.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  22877.     
  22878.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  22879.       Model              = ABArFrcCmd_A2
  22880.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22881.     End
  22882.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  22883.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  22884.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  22885.     
  22886.     ConditionState       = AWAITING_CONSTRUCTION 
  22887.       Model              = NONE
  22888.     End
  22889.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  22890.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  22891.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  22892.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  22893.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  22894.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  22895.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  22896.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  22897.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  22898.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  22899.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  22900.     AliasConditionState  = SOLD 
  22901.     AliasConditionState  = SOLD DAMAGED
  22902.     AliasConditionState  = SOLD REALLYDAMAGED
  22903.     AliasConditionState  = SOLD NIGHT
  22904.     AliasConditionState  = SOLD NIGHT DAMAGED
  22905.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  22906.     AliasConditionState  = SOLD SNOW
  22907.     AliasConditionState  = SOLD SNOW DAMAGED
  22908.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  22909.     AliasConditionState  = SOLD NIGHT SNOW
  22910.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  22911.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  22912.     ;**************************************************************************************************************************
  22913.        
  22914.   End
  22915.  
  22916.   ; ----------------- door #4 -------------------
  22917.   Draw                = W3DModelDraw ModuleTag_06
  22918.     DefaultConditionState
  22919.       Model           = ABArFrcCmd_A3
  22920.       Animation       = ABArFrcCmd_A3.ABArFrcCmd_A3
  22921.       AnimationMode   = MANUAL
  22922.       Flags           = START_FRAME_FIRST
  22923.     End
  22924.     AliasConditionState = NIGHT 
  22925.     AliasConditionState = SNOW 
  22926.     AliasConditionState = NIGHT SNOW 
  22927.     AliasConditionState = NIGHT DAMAGED
  22928.     AliasConditionState = SNOW DAMAGED
  22929.     AliasConditionState = NIGHT SNOW DAMAGED
  22930.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  22931.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  22932.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  22933.     
  22934.     ConditionState    = DOOR_4_OPENING
  22935.       Model           = ABArFrcCmd_A3
  22936.       Animation       = ABArFrcCmd_A3.ABArFrcCmd_A3
  22937.       AnimationMode   = ONCE
  22938.       Flags           = START_FRAME_FIRST
  22939.     End   
  22940.     AliasConditionState = NIGHT DOOR_4_OPENING
  22941.     AliasConditionState = SNOW DOOR_4_OPENING
  22942.     AliasConditionState = NIGHT SNOW DOOR_4_OPENING
  22943.     AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING
  22944.     AliasConditionState = SNOW DAMAGED DOOR_4_OPENING
  22945.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING
  22946.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
  22947.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
  22948.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
  22949.     
  22950.     ConditionState    = DOOR_4_CLOSING
  22951.       Model           = ABArFrcCmd_A3
  22952.       Animation       = ABArFrcCmd_A3.ABArFrcCmd_A3
  22953.       AnimationMode   = ONCE_BACKWARDS
  22954.       Flags           = START_FRAME_LAST
  22955.     End   
  22956.     AliasConditionState = NIGHT DOOR_4_CLOSING
  22957.     AliasConditionState = SNOW DOOR_4_CLOSING
  22958.     AliasConditionState = NIGHT SNOW DOOR_4_CLOSING
  22959.     AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING
  22960.     AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING
  22961.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING
  22962.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
  22963.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
  22964.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
  22965.     
  22966.     ConditionState    = DOOR_4_WAITING_OPEN
  22967.       Model           = ABArFrcCmd_A3
  22968.       Animation       = ABArFrcCmd_A3.ABArFrcCmd_A3
  22969.       AnimationMode   = MANUAL
  22970.       Flags           = START_FRAME_LAST
  22971.     End 
  22972.     AliasConditionState = NIGHT DOOR_4_WAITING_OPEN
  22973.     AliasConditionState = SNOW DOOR_4_WAITING_OPEN
  22974.     AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN
  22975.     AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN
  22976.     AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN
  22977.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN
  22978.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
  22979.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
  22980.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
  22981.     
  22982.     ;**************************************************************************************************************************
  22983.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  22984.     ;for this draw module
  22985.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  22986.       Model              = ABArFrcCmd_A3
  22987.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22988.     End
  22989.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  22990.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  22991.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  22992.     
  22993.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  22994.       Model              = ABArFrcCmd_A3
  22995.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  22996.     End
  22997.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  22998.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  22999.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  23000.     
  23001.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  23002.       Model              = ABArFrcCmd_A3
  23003.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23004.     End
  23005.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  23006.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  23007.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  23008.     
  23009.     ConditionState       = AWAITING_CONSTRUCTION 
  23010.       Model              = NONE
  23011.     End
  23012.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  23013.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  23014.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  23015.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  23016.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  23017.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  23018.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  23019.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  23020.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  23021.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  23022.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  23023.     AliasConditionState  = SOLD 
  23024.     AliasConditionState  = SOLD DAMAGED
  23025.     AliasConditionState  = SOLD REALLYDAMAGED
  23026.     AliasConditionState  = SOLD NIGHT
  23027.     AliasConditionState  = SOLD NIGHT DAMAGED
  23028.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  23029.     AliasConditionState  = SOLD SNOW
  23030.     AliasConditionState  = SOLD SNOW DAMAGED
  23031.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  23032.     AliasConditionState  = SOLD NIGHT SNOW
  23033.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  23034.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  23035.     ;**************************************************************************************************************************
  23036.   End
  23037.  
  23038.   ; ------------ construction-zone fence -----------------
  23039.   Draw = W3DModelDraw ModuleTag_07
  23040.   AnimationsRequirePower = No
  23041.     DefaultConditionState
  23042.       Model           = None
  23043.       TransitionKey   = DOWN_DEFAULT
  23044.     End
  23045.     ConditionState    = NIGHT
  23046.       Model           = None
  23047.       TransitionKey   = DOWN_DEFAULT
  23048.     End
  23049.     ConditionState    = SNOW
  23050.       Model           = None
  23051.       TransitionKey   = DOWN_DEFAULT
  23052.     End
  23053.     ConditionState    = SNOW NIGHT
  23054.       Model           = None
  23055.       TransitionKey   = DOWN_DEFAULT
  23056.     End
  23057.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  23058.       Model           = ABArFrcCmd_A4
  23059.       Animation       = ABArFrcCmd_A4.ABArFrcCmd_A4
  23060.       AnimationMode   = MANUAL
  23061.       Flags           = START_FRAME_LAST
  23062.       TransitionKey   = UP_DAY
  23063.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  23064.       ParticleSysBone = SparksS01 LiveWireSparks02
  23065.     End
  23066.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  23067.       Model           = ABArFrcCmd_A4N
  23068.       Animation       = ABArFrcCmd_A4N.ABArFrcCmd_A4N
  23069.       AnimationMode   = MANUAL
  23070.       Flags           = START_FRAME_LAST
  23071.       TransitionKey   = UP_NIGHT
  23072.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  23073.       ParticleSysBone = SparksS01 LiveWireSparks02
  23074.     End
  23075.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  23076.       Model           = ABArFrcCmd_A4S
  23077.       Animation       = ABArFrcCmd_A4S.ABArFrcCmd_A4S
  23078.       AnimationMode   = MANUAL
  23079.       Flags           = START_FRAME_LAST
  23080.       TransitionKey   = UP_SNOW
  23081.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  23082.       ParticleSysBone = SparksS01 LiveWireSparks02
  23083.     End
  23084.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  23085.       Model           = ABArFrcCmd_A4SN
  23086. ; @todo srj -- missing
  23087.       Animation       = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
  23088.       AnimationMode   = MANUAL
  23089.       Flags           = START_FRAME_LAST
  23090.       TransitionKey   = UP_SNOWNIGHT
  23091.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  23092.       ParticleSysBone = SparksS01 LiveWireSparks02
  23093.     End
  23094.     TransitionState   = DOWN_DEFAULT UP_DAY
  23095.       Model           = ABArFrcCmd_A4
  23096.       Animation       = ABArFrcCmd_A4.ABArFrcCmd_A4
  23097.       AnimationMode   = ONCE
  23098.       AnimationSpeedFactorRange = 1.0 1.0
  23099.       Flags           = START_FRAME_FIRST
  23100.     End
  23101.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  23102.       Model           = ABArFrcCmd_A4N
  23103.       Animation       = ABArFrcCmd_A4N.ABArFrcCmd_A4N
  23104.       AnimationMode   = ONCE
  23105.       AnimationSpeedFactorRange = 1.0 1.0
  23106.       Flags           = START_FRAME_FIRST
  23107.     End
  23108.     TransitionState   = DOWN_DEFAULT UP_SNOW
  23109.       Model           = ABArFrcCmd_A4S
  23110.       Animation       = ABArFrcCmd_A4S.ABArFrcCmd_A4S
  23111.       AnimationMode   = ONCE
  23112.       AnimationSpeedFactorRange = 1.0 1.0
  23113.       Flags           = START_FRAME_FIRST
  23114.     End
  23115.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  23116.       Model           = ABArFrcCmd_A4SN
  23117. ; @todo srj -- missing
  23118.       Animation       = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
  23119.       AnimationMode   = ONCE
  23120.       AnimationSpeedFactorRange = 1.0 1.0
  23121.       Flags           = START_FRAME_FIRST
  23122.     End
  23123.     TransitionState   = UP_DAY DOWN_DEFAULT
  23124.       Model           = ABArFrcCmd_A4
  23125.       Animation       = ABArFrcCmd_A4.ABArFrcCmd_A4
  23126.       AnimationMode   = ONCE_BACKWARDS
  23127.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23128.       Flags           = START_FRAME_LAST
  23129.     End
  23130.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  23131.       Model           = ABArFrcCmd_A4N
  23132.       Animation       = ABArFrcCmd_A4N.ABArFrcCmd_A4N
  23133.       AnimationMode   = ONCE_BACKWARDS
  23134.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23135.       Flags           = START_FRAME_LAST
  23136.     End
  23137.     TransitionState   = UP_SNOW DOWN_DEFAULT
  23138.       Model           = ABArFrcCmd_A4S
  23139.       Animation       = ABArFrcCmd_A4S.ABArFrcCmd_A4S
  23140.       AnimationMode   = ONCE_BACKWARDS
  23141.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23142.       Flags           = START_FRAME_LAST
  23143.     End
  23144.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  23145.       Model           = ABArFrcCmd_A4SN
  23146. ; @todo srj -- missing
  23147.       Animation       = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
  23148.       AnimationMode   = ONCE_BACKWARDS
  23149.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23150.       Flags           = START_FRAME_LAST
  23151.     End
  23152.   End
  23153.  
  23154.   ; ------------ under-construction scaffolding -----------------
  23155.   Draw = W3DModelDraw ModuleTag_08
  23156.   AnimationsRequirePower = No
  23157.     MinLODRequired = MEDIUM
  23158.     DefaultConditionState
  23159.       Model           = None
  23160.       TransitionKey   = DOWN_DEFAULT
  23161.     End
  23162.     ConditionState    = NIGHT
  23163.       Model           = None
  23164.       TransitionKey   = DOWN_DEFAULT
  23165.     End
  23166.     ConditionState    = SNOW
  23167.       Model           = None
  23168.       TransitionKey   = DOWN_DEFAULT
  23169.     End
  23170.     ConditionState    = SNOW NIGHT
  23171.       Model           = None
  23172.       TransitionKey   = DOWN_DEFAULT
  23173.     End
  23174.     ConditionState    = PARTIALLY_CONSTRUCTED
  23175.       Model           = ABArFrcCmd_A6
  23176.       Animation       = ABArFrcCmd_A6.ABArFrcCmd_A6
  23177.       AnimationMode   = MANUAL
  23178.       Flags           = START_FRAME_LAST
  23179.       TransitionKey   = UP_DAY
  23180.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  23181.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  23182.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  23183.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  23184.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  23185.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  23186.     End
  23187.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  23188.       Model           = ABArFrcCmd_A6N
  23189.       Animation       = ABArFrcCmd_A6N.ABArFrcCmd_A6N
  23190.       AnimationMode   = MANUAL
  23191.       Flags           = START_FRAME_LAST
  23192.       TransitionKey   = UP_NIGHT
  23193.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  23194.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  23195.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  23196.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  23197.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  23198.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  23199.     End
  23200.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  23201.       Model           = ABArFrcCmd_A6S
  23202.       Animation       = ABArFrcCmd_A6S.ABArFrcCmd_A6S
  23203.       AnimationMode   = MANUAL
  23204.       Flags           = START_FRAME_LAST
  23205.       TransitionKey   = UP_SNOW
  23206.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  23207.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  23208.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  23209.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  23210.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  23211.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  23212.     End
  23213.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  23214.       Model           = ABArFrcCmd_A6SN
  23215. ; @todo srj -- missing
  23216.       Animation       = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
  23217.       AnimationMode   = MANUAL
  23218.       Flags           = START_FRAME_LAST
  23219.       TransitionKey   = UP_SNOWNIGHT
  23220.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  23221.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  23222.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  23223.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  23224.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  23225.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  23226.     End
  23227.     TransitionState   = DOWN_DEFAULT UP_DAY
  23228.      Model            = ABArFrcCmd_A6
  23229.       Animation       = ABArFrcCmd_A6.ABArFrcCmd_A6
  23230.       AnimationMode   = ONCE
  23231.       AnimationSpeedFactorRange = 1.0 1.0
  23232.       Flags           = START_FRAME_FIRST
  23233.     End
  23234.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  23235.      Model            = ABArFrcCmd_A6N
  23236.       Animation       = ABArFrcCmd_A6N.ABArFrcCmd_A6N
  23237.       AnimationMode   = ONCE
  23238.       AnimationSpeedFactorRange = 1.0 1.0
  23239.       Flags           = START_FRAME_FIRST
  23240.     End
  23241.  
  23242.     TransitionState   = DOWN_DEFAULT UP_SNOW
  23243.      Model            = ABArFrcCmd_A6S
  23244.       Animation       = ABArFrcCmd_A6S.ABArFrcCmd_A6S
  23245.       AnimationMode   = ONCE
  23246.       AnimationSpeedFactorRange = 1.0 1.0
  23247.       Flags           = START_FRAME_FIRST
  23248.     End
  23249.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  23250.      Model            = ABArFrcCmd_A6SN
  23251. ; @todo srj -- missing
  23252.       Animation       = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
  23253.       AnimationMode   = ONCE
  23254.       AnimationSpeedFactorRange = 1.0 1.0
  23255.       Flags           = START_FRAME_FIRST
  23256.     End
  23257.     TransitionState   = UP_DAY DOWN_DEFAULT
  23258.       Model           = ABArFrcCmd_A6
  23259.       Animation       = ABArFrcCmd_A6.ABArFrcCmd_A6
  23260.       AnimationMode   = ONCE_BACKWARDS
  23261.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23262.       Flags           = START_FRAME_LAST
  23263.     End
  23264.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  23265.       Model           = ABArFrcCmd_A6N
  23266.       Animation       = ABArFrcCmd_A6N.ABArFrcCmd_A6N
  23267.       AnimationMode   = ONCE_BACKWARDS
  23268.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23269.       Flags           = START_FRAME_LAST
  23270.     End
  23271.     TransitionState   = UP_SNOW DOWN_DEFAULT
  23272.       Model           = ABArFrcCmd_A6S
  23273.       Animation       = ABArFrcCmd_A6S.ABArFrcCmd_A6S
  23274.       AnimationMode   = ONCE_BACKWARDS
  23275.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23276.       Flags           = START_FRAME_LAST
  23277.     End
  23278.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  23279.       Model           = ABArFrcCmd_A6SN
  23280. ; @todo srj -- missing
  23281.       Animation       = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
  23282.       AnimationMode   = ONCE_BACKWARDS
  23283.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23284.       Flags           = START_FRAME_LAST
  23285.     End
  23286.   End
  23287.  
  23288.   ; ------------ being-constructed crane -----------------
  23289.   Draw = W3DModelDraw ModuleTag_09
  23290.   AnimationsRequirePower = No
  23291.     DefaultConditionState
  23292.       Model           = None
  23293.       TransitionKey   = DOWN_DEFAULT
  23294.     End
  23295.     ConditionState    = NIGHT
  23296.       Model           = None
  23297.       TransitionKey   = DOWN_DEFAULT
  23298.     End
  23299.     ConditionState    = SNOW
  23300.       Model           = None
  23301.       TransitionKey   = DOWN_DEFAULT
  23302.     End
  23303.     ConditionState    = SNOW NIGHT
  23304.       Model           = None
  23305.       TransitionKey   = DOWN_DEFAULT
  23306.     End
  23307.     ConditionState    = SOLD
  23308.       Model           = NONE
  23309.     End
  23310.  
  23311.     ConditionState    = ACTIVELY_BEING_CONSTRUCTED
  23312.       Model           = ABArFrcCmd_A5
  23313.       Animation       = ABArFrcCmd_A5.ABArFrcCmd_A5
  23314.       AnimationMode   = LOOP
  23315.       TransitionKey   = UP_DAY
  23316.     End
  23317.  
  23318.     ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
  23319.       Model           = ABArFrcCmd_A5N
  23320.       Animation       = ABArFrcCmd_A5N.ABArFrcCmd_A5N
  23321.       AnimationMode   = LOOP
  23322.       TransitionKey   = UP_NIGHT
  23323.     End
  23324.     ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
  23325.       Model           = ABArFrcCmd_A5S
  23326.       Animation       = ABArFrcCmd_A5S.ABArFrcCmd_A5S
  23327.       AnimationMode   = LOOP
  23328.       TransitionKey   = UP_SNOW
  23329.     End
  23330.     ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  23331.       Model           = ABArFrcCmd_A5SN
  23332.       Animation       = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN
  23333.       AnimationMode   = LOOP
  23334.       TransitionKey   = UP_SNOWNIGHT
  23335.     End
  23336.     TransitionState   = DOWN_DEFAULT UP_DAY
  23337.       Model           = ABArFrcCmd_AB
  23338.       Animation       = ABArFrcCmd_AB.ABArFrcCmd_AB
  23339.       AnimationMode   = ONCE
  23340.       AnimationSpeedFactorRange = 1.0 1.0
  23341.       Flags           = START_FRAME_FIRST
  23342.     End
  23343.  
  23344.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  23345.       Model           = ABArFrcCmd_ABN
  23346.       Animation       = ABArFrcCmd_ABN.ABArFrcCmd_ABN
  23347.       AnimationMode   = ONCE
  23348.       AnimationSpeedFactorRange = 1.0 1.0
  23349.       Flags           = START_FRAME_FIRST
  23350.     End
  23351.     TransitionState   = DOWN_DEFAULT UP_SNOW
  23352.       Model           = ABArFrcCmd_ABS
  23353.       ; @todo srj -- not found
  23354.       Animation       = ABArFrcCmd_ABS.ABArFrcCmd_ABS
  23355.       AnimationMode   = ONCE
  23356.       AnimationSpeedFactorRange = 1.0 1.0
  23357.       Flags           = START_FRAME_FIRST
  23358.     End
  23359.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  23360.       Model           = ABArFrcCmd_ABSN
  23361.       Animation       = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN
  23362.       AnimationMode   = ONCE
  23363.       AnimationSpeedFactorRange = 1.0 1.0
  23364.       Flags           = START_FRAME_FIRST
  23365.     End
  23366.     TransitionState   = UP_DAY DOWN_DEFAULT
  23367.       Model           = ABArFrcCmd_AB
  23368.       Animation       = ABArFrcCmd_AB.ABArFrcCmd_AB
  23369.       AnimationMode   = ONCE_BACKWARDS
  23370.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23371.       Flags           = START_FRAME_LAST
  23372.     End
  23373.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  23374.       Model           = ABArFrcCmd_ABN
  23375.       Animation       = ABArFrcCmd_ABN.ABArFrcCmd_ABN
  23376.       AnimationMode   = ONCE_BACKWARDS
  23377.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23378.       Flags           = START_FRAME_LAST
  23379.     End
  23380.     TransitionState   = UP_SNOW DOWN_DEFAULT
  23381.       Model           = ABArFrcCmd_ABS
  23382.       ; @todo srj -- not found
  23383.       Animation       = ABArFrcCmd_ABS.ABArFrcCmd_ABS
  23384.       AnimationMode   = ONCE_BACKWARDS
  23385.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23386.       Flags           = START_FRAME_LAST
  23387.     End
  23388.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  23389.       Model           = ABArFrcCmd_ABS
  23390.       Animation       = ABArFrcCmd_ABS.ABArFrcCmd_ABS
  23391.       AnimationMode   = ONCE_BACKWARDS
  23392.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  23393.       Flags           = START_FRAME_LAST
  23394.     End
  23395.   End
  23396.  
  23397.   PlacementViewAngle = -45
  23398.  
  23399.   ; ***DESIGN parameters ***
  23400.   DisplayName      = OBJECT:Airfield
  23401.   Side             = America
  23402.   EditorSorting    = STRUCTURE
  23403.   Prerequisites
  23404.     Object = AmericaSupplyCenter
  23405.   End
  23406.   BuildCost           = 1000
  23407.   BuildTime           = 30.0           ; in seconds
  23408.   EnergyProduction    = -1
  23409.   CommandSet          = AmericaAirfieldCommandSet
  23410.   VisionRange         = 200.0           ; Shroud clearing distance
  23411.   ShroudClearingRange = 200
  23412.   ArmorSet
  23413.     Conditions        = None
  23414.     Armor             = StructureArmor
  23415.     DamageFX          = StructureDamageFXNoShake
  23416.   End
  23417.   ExperienceValue     = 150 150 150 150  ; Experience point value at each level
  23418.  
  23419.   ; *** AUDIO Parameters ***
  23420.   VoiceSelect         = AirfieldUSASelect
  23421.   SoundDie              = BuildingDie
  23422.   SoundOnDamaged        = BuildingDamagedStateLight
  23423.   SoundOnReallyDamaged  = BuildingDestroy
  23424.  
  23425.   UnitSpecificSounds
  23426.     UnderConstruction     = UnderConstructionLoop
  23427.   End
  23428.  
  23429.   ; *** ENGINEERING Parameters ***
  23430.   RadarPriority       = STRUCTURE
  23431.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT
  23432.   Body                = StructureBody ModuleTag_10
  23433.     MaxHealth         = 1500.0
  23434.     InitialHealth     = 1500.0
  23435.   End
  23436.   
  23437.   Behavior = OCLSpecialPower ModuleTag_23 
  23438.     SpecialPowerTemplate = SpecialPowerRaptorAttack
  23439.     OCL = SUPERWEAPON_RaptorAttack
  23440.   End 
  23441.  
  23442.   Behavior = ParkingPlaceBehavior ModuleTag_11
  23443.     HealAmountPerSecond   = 10
  23444.     NumRows               = 2
  23445.  
  23446.     NumCols               = 2
  23447.     HasRunways            = Yes
  23448.     ApproachHeight        = 50
  23449.   End
  23450.  
  23451.   Behavior = ProductionUpdate ModuleTag_12
  23452.     NumDoorAnimations            = 4
  23453.     DoorOpeningTime              = 2000  ;in mSeconds
  23454.     DoorWaitOpenTime             = 3000  ;in mSeconds
  23455.     DoorCloseTime                = 2000  ;in mSeconds
  23456.     ConstructionCompleteDuration = 1000  ;in mSeconds
  23457.   End
  23458.   Behavior = BaseRegenerateUpdate ModuleTag_13
  23459.     ;No data
  23460.   End 
  23461.  
  23462.   Behavior = DestroyDie ModuleTag_14
  23463.     ;nothing
  23464.   End
  23465.   Behavior             = CreateObjectDie ModuleTag_15
  23466.     CreationList  = OCL_ABPowerPlantExplode
  23467.   End
  23468.   Behavior             = CreateObjectDie ModuleTag_16
  23469.     CreationList  = OCL_AmericanRangerDebris02
  23470.     ExemptStatus  = UNDER_CONSTRUCTION
  23471.   End
  23472.   Behavior             = FXListDie ModuleTag_17
  23473.     DeathFX       = FX_StructureMediumDeath
  23474.   End
  23475.  
  23476.   Behavior = FlammableUpdate ModuleTag_19
  23477.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  23478.     AflameDamageAmount = 5       ; taking this much damage...
  23479.     AflameDamageDelay = 500       ; this often.
  23480.   End
  23481.  
  23482.   Behavior = TransitionDamageFX ModuleTag_31
  23483.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  23484.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  23485.     ;---------------------------------------------------------------------------------------
  23486.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  23487.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  23488.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  23489.   End
  23490.  
  23491.   Geometry            = BOX
  23492.   GeometryMajorRadius = 112.0
  23493.   GeometryMinorRadius = 74.0
  23494.   GeometryHeight      = 25.0
  23495.   GeometryIsSmall     = No
  23496.   FactoryExitWidth    = 25
  23497.   Shadow          = SHADOW_VOLUME
  23498.   BuildCompletion = PLACED_BY_PLAYER
  23499.  
  23500. End
  23501.  
  23502. ;------------------------------------------------------------------------------
  23503.  
  23504. Object ChinaAirfield
  23505.  
  23506.   ; *** ART Parameters ***
  23507.   SelectPortrait         = SNAirfield_L
  23508.   ButtonImage            = SNAirfield
  23509.   Draw = W3DModelDraw ModuleTag_01
  23510.  
  23511.     OkToChangeModelColor = Yes
  23512.  
  23513.     ExtraPublicBone = Runway1Parking1 
  23514.     ExtraPublicBone = Runway1Parking2 
  23515.     ExtraPublicBone = Runway2Parking1 
  23516.     ExtraPublicBone = Runway2Parking2 
  23517.     ExtraPublicBone = Runway1Park1Han
  23518.     ExtraPublicBone = Runway1Park2Han
  23519.     ExtraPublicBone = Runway2Park1Han
  23520.     ExtraPublicBone = Runway2Park2Han 
  23521.     ExtraPublicBone = Runway1Prep1 
  23522.     ExtraPublicBone = Runway1Prep2 
  23523.     ExtraPublicBone = Runway2Prep1 
  23524.     ExtraPublicBone = Runway2Prep2 
  23525.     ExtraPublicBone = RunwayStart1 
  23526.     ExtraPublicBone = RunwayStart2 
  23527.     ExtraPublicBone = RunwayEnd1 
  23528.     ExtraPublicBone = RunwayEnd2
  23529.  
  23530. ; ------------- DAY ------------------    
  23531.  
  23532.     DefaultConditionState
  23533.       Model         = NBAirfield
  23534.       Animation     = NBAirfield.NBAirfield
  23535.       AnimationMode = LOOP
  23536.     End
  23537.     ConditionState = DAMAGED
  23538.       Model         = NBAirfield_D
  23539.       Animation     = NBAirfield_D.NBAirfield_D
  23540.       AnimationMode = LOOP
  23541.     End
  23542.     ConditionState = REALLYDAMAGED RUBBLE
  23543.       Model         = NBAirfield_E
  23544.       Animation     = NBAirfield_E.NBAirfield_E
  23545.       AnimationMode = LOOP
  23546.     End
  23547.     
  23548. ; ------------- SNOW ------------------        
  23549.     ConditionState  = SNOW
  23550.       Model         = NBAirfield_S
  23551.       Animation     = NBAirfield_S.NBAirfield_S
  23552.       AnimationMode = LOOP
  23553.     End
  23554.     ConditionState = DAMAGED SNOW
  23555.       Model         = NBAirfield_DS
  23556.       Animation     = NBAirfield_DS.NBAirfield_DS
  23557.       AnimationMode = LOOP
  23558.     End
  23559.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  23560.       Model         = NBAirfield_ES
  23561.       Animation     = NBAirfield_ES.NBAirfield_ES
  23562.       AnimationMode = LOOP
  23563.     End
  23564.     
  23565. ; ------------- NIGHT ------------------       
  23566.  
  23567.     ConditionState = NIGHT
  23568.       Model         = NBAirfield_N
  23569.       Animation     = NBAirfield_N.NBAirfield_N
  23570.       AnimationMode = LOOP
  23571.     End
  23572.     ConditionState = DAMAGED NIGHT
  23573.       Model         = NBAirfield_DN
  23574.       Animation     = NBAirfield_DN.NBAirfield_DN
  23575.       AnimationMode = LOOP
  23576.     End
  23577.     ConditionState = REALLYDAMAGED RUBBLE NIGHT
  23578.       Model         = NBAirfield_EN
  23579.       Animation     = NBAirfield_EN.NBAirfield_EN
  23580.       AnimationMode = LOOP
  23581.     End
  23582.     
  23583. ; ------------- NIGHT SNOW------------------       
  23584.     
  23585.     ConditionState = NIGHT SNOW
  23586.       Model         = NBAirfield_NS
  23587.       Animation     = NBAirfield_NS.NBAirfield_NS
  23588.       AnimationMode = LOOP
  23589.     End
  23590.     ConditionState = DAMAGED NIGHT SNOW
  23591.       Model         = NBAirfield_DNS
  23592.       Animation     = NBAirfield_DNS.NBAirfield_DNS
  23593.       AnimationMode = LOOP
  23594.     End
  23595.     ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
  23596.       Model         = NBAirfield_ENS
  23597.       Animation     = NBAirfield_ENS.NBAirfield_ENS
  23598.       AnimationMode = LOOP
  23599.     End
  23600.     
  23601.     ;**************************************************************************************************************************
  23602.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  23603.     ;for this draw module
  23604.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  23605.       Model              = NBAirfield
  23606.       Animation          = NBAirfield.NBAirfield
  23607.       AnimationMode      = LOOP
  23608.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23609.     End
  23610.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  23611.       Model              = NBAirfield_D
  23612.       Animation          = NBAirfield_D.NBAirfield_D
  23613.       AnimationMode      = LOOP
  23614.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23615.     End
  23616.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  23617.       Model              = NBAirfield_E
  23618.       Animation          = NBAirfield_E.NBAirfield_E
  23619.       AnimationMode      = LOOP
  23620.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23621.     End
  23622.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  23623.       Model              = NBAirfield_N
  23624.       Animation          = NBAirfield_N.NBAirfield_N
  23625.       AnimationMode      = LOOP
  23626.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23627.     End
  23628.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  23629.       Model              = NBAirfield_DN
  23630.       Animation          = NBAirfield_DN.NBAirfield_DN
  23631.       AnimationMode      = LOOP
  23632.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23633.     End
  23634.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  23635.       Model              = NBAirfield_EN
  23636.       Animation          = NBAirfield_EN.NBAirfield_EN
  23637.       AnimationMode      = LOOP
  23638.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23639.     End
  23640.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  23641.       Model              = NBAirfield_S
  23642.       Animation          = NBAirfield_S.NBAirfield_S
  23643.       AnimationMode      = LOOP
  23644.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23645.     End
  23646.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  23647.       Model              = NBAirfield_DS
  23648.       Animation          = NBAirfield_DS.NBAirfield_DS
  23649.       AnimationMode      = LOOP
  23650.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23651.     End
  23652.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  23653.       Model              = NBAirfield_ES
  23654.       Animation          = NBAirfield_ES.NBAirfield_ES
  23655.       AnimationMode      = LOOP
  23656.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23657.     End
  23658.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  23659.       Model              = NBAirfield_NS
  23660.       Animation          = NBAirfield_NS.NBAirfield_NS
  23661.       AnimationMode      = LOOP
  23662.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23663.     End
  23664.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  23665.       Model              = NBAirfield_DNS
  23666.       Animation          = NBAirfield_DNS.NBAirfield_DNS
  23667.       AnimationMode      = LOOP
  23668.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23669.     End
  23670.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  23671.       Model              = NBAirfield_ENS
  23672.       Animation          = NBAirfield_ENS.NBAirfield_ENS
  23673.       AnimationMode      = LOOP
  23674.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23675.     End
  23676.  
  23677.     ConditionState       = AWAITING_CONSTRUCTION 
  23678.       Model              = NONE
  23679.     End
  23680.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  23681.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  23682.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  23683.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  23684.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  23685.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  23686.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  23687.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  23688.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  23689.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  23690.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  23691.     AliasConditionState  = SOLD 
  23692.     AliasConditionState  = SOLD DAMAGED
  23693.     AliasConditionState  = SOLD REALLYDAMAGED
  23694.     AliasConditionState  = SOLD NIGHT
  23695.     AliasConditionState  = SOLD NIGHT DAMAGED
  23696.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  23697.     AliasConditionState  = SOLD SNOW
  23698.     AliasConditionState  = SOLD SNOW DAMAGED
  23699.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  23700.     AliasConditionState  = SOLD NIGHT SNOW
  23701.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  23702.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  23703.     ;**************************************************************************************************************************
  23704.     
  23705.     
  23706.   End
  23707.   
  23708.   
  23709.   Draw = W3DModelDraw ModuleTag_02
  23710.     DefaultConditionState
  23711.       Model           = None
  23712.     End
  23713.   End
  23714.  
  23715.   ; ----------------- door #1 -------------------
  23716.   Draw                = W3DModelDraw ModuleTag_03
  23717.     DefaultConditionState
  23718.       Model           = NBAirfield_A9
  23719.       Animation       = NBAirfield_A9.NBAirfield_A9
  23720.       AnimationMode   = MANUAL
  23721.       Flags           = START_FRAME_FIRST
  23722.     End
  23723.     AliasConditionState = NIGHT 
  23724.     AliasConditionState = SNOW
  23725.     AliasConditionState = SNOW NIGHT
  23726.     AliasConditionState = NIGHT DAMAGED
  23727.     AliasConditionState = SNOW DAMAGED
  23728.     AliasConditionState = SNOW NIGHT DAMAGED
  23729.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  23730.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  23731.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
  23732.     
  23733.     ConditionState    = DOOR_1_OPENING
  23734.       Model           = NBAirfield_A9
  23735.       Animation       = NBAirfield_A9.NBAirfield_A9
  23736.       AnimationMode   = ONCE
  23737.       Flags           = START_FRAME_FIRST
  23738.     End   
  23739.     AliasConditionState = NIGHT DOOR_1_OPENING
  23740.     AliasConditionState = SNOW DOOR_1_OPENING
  23741.     AliasConditionState = SNOW NIGHT DOOR_1_OPENING
  23742.     AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
  23743.     AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
  23744.     AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING
  23745.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
  23746.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
  23747.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
  23748.     
  23749.     ConditionState    = DOOR_1_CLOSING
  23750.       Model           = NBAirfield_A9
  23751.       Animation       = NBAirfield_A9.NBAirfield_A9
  23752.       AnimationMode   = ONCE_BACKWARDS
  23753.       Flags           = START_FRAME_LAST
  23754.     End   
  23755.     AliasConditionState = NIGHT DOOR_1_CLOSING
  23756.     AliasConditionState = SNOW DOOR_1_CLOSING
  23757.     AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
  23758.     AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
  23759.     AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
  23760.     AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING
  23761.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
  23762.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
  23763.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
  23764.     
  23765.     ConditionState    = DOOR_1_WAITING_OPEN
  23766.       Model           = NBAirfield_A9
  23767.       Animation       = NBAirfield_A9.NBAirfield_A9
  23768.       AnimationMode   = MANUAL
  23769.       Flags           = START_FRAME_LAST
  23770.     End
  23771.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
  23772.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN
  23773.     AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
  23774.     AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
  23775.     AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
  23776.     AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN
  23777.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
  23778.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
  23779.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
  23780.     
  23781.     ;**************************************************************************************************************************
  23782.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  23783.     ;for this draw module
  23784.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  23785.       Model              = NBAirfield_A9
  23786.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23787.     End
  23788.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  23789.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  23790.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  23791.     
  23792.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  23793.       Model              = NBAirfield_A9
  23794.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23795.     End
  23796.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  23797.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  23798.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  23799.     
  23800.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  23801.       Model              = NBAirfield_A9
  23802.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23803.     End
  23804.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  23805.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  23806.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  23807.     
  23808.     ConditionState       = AWAITING_CONSTRUCTION 
  23809.       Model              = NONE
  23810.     End
  23811.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  23812.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  23813.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  23814.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  23815.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  23816.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  23817.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  23818.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  23819.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  23820.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  23821.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  23822.     AliasConditionState  = SOLD 
  23823.     AliasConditionState  = SOLD DAMAGED
  23824.     AliasConditionState  = SOLD REALLYDAMAGED
  23825.     AliasConditionState  = SOLD NIGHT
  23826.     AliasConditionState  = SOLD NIGHT DAMAGED
  23827.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  23828.     AliasConditionState  = SOLD SNOW
  23829.     AliasConditionState  = SOLD SNOW DAMAGED
  23830.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  23831.     AliasConditionState  = SOLD NIGHT SNOW
  23832.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  23833.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  23834.     ;**************************************************************************************************************************
  23835.  
  23836.     
  23837.   End
  23838.  
  23839.   ; ----------------- door #2 -------------------
  23840. ; this one has no door #2... (srj)
  23841. ;  Draw                = W3DModelDraw
  23842. ;    DefaultConditionState
  23843. ;      Model           = NBAirfield_A10
  23844. ;      Animation       = NBAirfield_A10.NBAirfield_A10
  23845. ;      AnimationMode   = MANUAL
  23846. ;      Flags           = START_FRAME_FIRST
  23847. ;    End
  23848. ;    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  23849. ;      Model           = NBAirfield_A10
  23850. ;      Flags           = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23851. ;    End
  23852. ;    ConditionState    = DOOR_2_OPENING
  23853. ;      Model           = NBAirfield_A10
  23854. ;      Animation       = NBAirfield_A10.NBAirfield_A10
  23855. ;      AnimationMode   = ONCE
  23856. ;      Flags           = START_FRAME_FIRST
  23857. ;    End   
  23858. ;    ConditionState    = DOOR_2_CLOSING
  23859. ;      Model           = NBAirfield_A10
  23860. ;      Animation       = NBAirfield_A10.NBAirfield_A10
  23861. ;      AnimationMode   = ONCE_BACKWARDS
  23862. ;      Flags           = START_FRAME_LAST
  23863. ;    End   
  23864. ;    ConditionState    = DOOR_2_WAITING_OPEN
  23865. ;      Model           = NBAirfield_A10
  23866. ;      Animation       = NBAirfield_A10.NBAirfield_A10
  23867. ;      AnimationMode   = MANUAL
  23868. ;      Flags           = START_FRAME_LAST
  23869. ;    End   
  23870. ;  End
  23871.   
  23872.   ; ----------------- door #3 -------------------
  23873.   Draw                = W3DModelDraw ModuleTag_04
  23874.     DefaultConditionState
  23875.       Model           = NBAirfield_A10
  23876.       Animation       = NBAirfield_A10.NBAirfield_A10
  23877.       AnimationMode   = MANUAL
  23878.       Flags           = START_FRAME_FIRST
  23879.     End
  23880.     AliasConditionState = NIGHT 
  23881.     AliasConditionState = SNOW
  23882.     AliasConditionState = SNOW NIGHT
  23883.     AliasConditionState = NIGHT DAMAGED
  23884.     AliasConditionState = SNOW DAMAGED
  23885.     AliasConditionState = SNOW NIGHT DAMAGED
  23886.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  23887.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  23888.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 
  23889.     
  23890.     
  23891.     
  23892.     ConditionState    = DOOR_3_OPENING
  23893.       Model           = NBAirfield_A10
  23894.       Animation       = NBAirfield_A10.NBAirfield_A10
  23895.       AnimationMode   = ONCE
  23896.       Flags           = START_FRAME_FIRST
  23897.     End   
  23898.     AliasConditionState = NIGHT DOOR_3_OPENING
  23899.     AliasConditionState = SNOW DOOR_3_OPENING
  23900.     AliasConditionState = SNOW NIGHT DOOR_3_OPENING
  23901.     AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
  23902.     AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
  23903.     AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING
  23904.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
  23905.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
  23906.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
  23907.     
  23908.     ConditionState    = DOOR_3_CLOSING
  23909.       Model           = NBAirfield_A10
  23910.       Animation       = NBAirfield_A10.NBAirfield_A10
  23911.       AnimationMode   = ONCE_BACKWARDS
  23912.       Flags           = START_FRAME_LAST
  23913.     End 
  23914.     AliasConditionState = NIGHT DOOR_3_CLOSING
  23915.     AliasConditionState = SNOW DOOR_3_CLOSING
  23916.     AliasConditionState = SNOW NIGHT DOOR_3_CLOSING
  23917.     AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
  23918.     AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
  23919.     AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING
  23920.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
  23921.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
  23922.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
  23923.       
  23924.     ConditionState    = DOOR_3_WAITING_OPEN
  23925.       Model           = NBAirfield_A10
  23926.       Animation       = NBAirfield_A10.NBAirfield_A10
  23927.       AnimationMode   = MANUAL
  23928.       Flags           = START_FRAME_LAST
  23929.     End   
  23930.     AliasConditionState = NIGHT DOOR_3_WAITING_OPEN
  23931.     AliasConditionState = SNOW DOOR_3_WAITING_OPEN
  23932.     AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN
  23933.     AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN
  23934.     AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN
  23935.     AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN
  23936.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
  23937.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
  23938.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
  23939.  
  23940.     ;**************************************************************************************************************************
  23941.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  23942.     ;for this draw module
  23943.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  23944.       Model              = NBAirfield_A10
  23945.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23946.     End
  23947.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  23948.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  23949.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  23950.     
  23951.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  23952.       Model              = NBAirfield_A10
  23953.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23954.     End
  23955.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  23956.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  23957.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  23958.     
  23959.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  23960.       Model              = NBAirfield_A10
  23961.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  23962.     End
  23963.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  23964.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  23965.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  23966.     
  23967.     ConditionState       = AWAITING_CONSTRUCTION 
  23968.       Model              = NONE
  23969.     End
  23970.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  23971.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  23972.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  23973.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  23974.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  23975.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  23976.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  23977.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  23978.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  23979.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  23980.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  23981.     AliasConditionState  = SOLD 
  23982.     AliasConditionState  = SOLD DAMAGED
  23983.     AliasConditionState  = SOLD REALLYDAMAGED
  23984.     AliasConditionState  = SOLD NIGHT
  23985.     AliasConditionState  = SOLD NIGHT DAMAGED
  23986.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  23987.     AliasConditionState  = SOLD SNOW
  23988.     AliasConditionState  = SOLD SNOW DAMAGED
  23989.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  23990.     AliasConditionState  = SOLD NIGHT SNOW
  23991.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  23992.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  23993.     ;**************************************************************************************************************************    
  23994.  
  23995.     
  23996.   End
  23997.  
  23998.   ; ----------------- door #4 -------------------
  23999.   Draw                = W3DModelDraw ModuleTag_05
  24000.     DefaultConditionState
  24001.       Model           = NBAirfield_A8
  24002.       Animation       = NBAirfield_A8.NBAirfield_A8
  24003.       AnimationMode   = MANUAL
  24004.       Flags           = START_FRAME_FIRST
  24005.     End
  24006.     AliasConditionState = NIGHT 
  24007.     AliasConditionState = SNOW
  24008.     AliasConditionState = SNOW NIGHT
  24009.     AliasConditionState = NIGHT DAMAGED
  24010.     AliasConditionState = SNOW DAMAGED
  24011.     AliasConditionState = SNOW NIGHT DAMAGED
  24012.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  24013.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  24014.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 
  24015.     
  24016.     ConditionState    = DOOR_4_OPENING
  24017.       Model           = NBAirfield_A8
  24018.       Animation       = NBAirfield_A8.NBAirfield_A8
  24019.       AnimationMode   = ONCE
  24020.       Flags           = START_FRAME_FIRST
  24021.     End   
  24022.     AliasConditionState = NIGHT DOOR_4_OPENING
  24023.     AliasConditionState = SNOW DOOR_4_OPENING
  24024.     AliasConditionState = SNOW NIGHT DOOR_4_OPENING
  24025.     AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING
  24026.     AliasConditionState = SNOW DAMAGED DOOR_4_OPENING
  24027.     AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING
  24028.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
  24029.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
  24030.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
  24031.     
  24032.     ConditionState    = DOOR_4_CLOSING
  24033.       Model           = NBAirfield_A8
  24034.       Animation       = NBAirfield_A8.NBAirfield_A8
  24035.       AnimationMode   = ONCE_BACKWARDS
  24036.       Flags           = START_FRAME_LAST
  24037.     End   
  24038.     AliasConditionState = NIGHT DOOR_4_CLOSING
  24039.     AliasConditionState = SNOW DOOR_4_CLOSING
  24040.     AliasConditionState = SNOW NIGHT DOOR_4_CLOSING
  24041.     AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING
  24042.     AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING
  24043.     AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING
  24044.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
  24045.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
  24046.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
  24047.     
  24048.     ConditionState    = DOOR_4_WAITING_OPEN
  24049.       Model           = NBAirfield_A8
  24050.       Animation       = NBAirfield_A8.NBAirfield_A8
  24051.       AnimationMode   = MANUAL
  24052.       Flags           = START_FRAME_LAST
  24053.     End 
  24054.     AliasConditionState = NIGHT DOOR_4_WAITING_OPEN
  24055.     AliasConditionState = SNOW DOOR_4_WAITING_OPEN
  24056.     AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN
  24057.     AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN
  24058.     AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN
  24059.     AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN
  24060.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
  24061.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
  24062.     AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
  24063.     
  24064.  
  24065.     ;**************************************************************************************************************************
  24066.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  24067.     ;for this draw module
  24068.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  24069.       Model              = NBAirfield_A8
  24070.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24071.     End
  24072.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  24073.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  24074.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  24075.     
  24076.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  24077.       Model              = NBAirfield_A8
  24078.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24079.     End
  24080.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  24081.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  24082.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  24083.     
  24084.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  24085.       Model              = NBAirfield_A8
  24086.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24087.     End
  24088.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  24089.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  24090.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  24091.     
  24092.     ConditionState       = AWAITING_CONSTRUCTION 
  24093.       Model              = NONE
  24094.     End
  24095.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  24096.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  24097.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  24098.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  24099.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  24100.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  24101.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  24102.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  24103.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  24104.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  24105.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  24106.     AliasConditionState  = SOLD 
  24107.     AliasConditionState  = SOLD DAMAGED
  24108.     AliasConditionState  = SOLD REALLYDAMAGED
  24109.     AliasConditionState  = SOLD NIGHT
  24110.     AliasConditionState  = SOLD NIGHT DAMAGED
  24111.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  24112.     AliasConditionState  = SOLD SNOW
  24113.     AliasConditionState  = SOLD SNOW DAMAGED
  24114.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  24115.     AliasConditionState  = SOLD NIGHT SNOW
  24116.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  24117.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  24118.     ;**************************************************************************************************************************      
  24119.   End
  24120.  
  24121.  ; ------------ construction-zone fence -----------------
  24122.   Draw = W3DModelDraw ModuleTag_06
  24123.   AnimationsRequirePower = No
  24124.     DefaultConditionState
  24125.       Model           = None
  24126.       TransitionKey   = DOWN_DEFAULT
  24127.     End
  24128.     ConditionState    = NIGHT
  24129.       Model           = None
  24130.       TransitionKey   = DOWN_DEFAULT
  24131.     End
  24132.     ConditionState    = SNOW
  24133.       Model           = None
  24134.       TransitionKey   = DOWN_DEFAULT
  24135.     End
  24136.     ConditionState    = SNOW NIGHT
  24137.       Model           = None
  24138.       TransitionKey   = DOWN_DEFAULT
  24139.     End
  24140.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  24141.       Model           = NBAirfield_A4
  24142.       Animation       = NBAirfield_A4.NBAirfield_A4
  24143.       AnimationMode   = MANUAL
  24144.       Flags           = START_FRAME_LAST
  24145.       TransitionKey   = UP_DAY
  24146.     End
  24147.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
  24148.       Model           = NBAirfield_A4N
  24149.       Animation       = NBAirfield_A4N.NBAirfield_A4N
  24150.       AnimationMode   = MANUAL
  24151.       Flags           = START_FRAME_LAST
  24152.       TransitionKey   = UP_NIGHT
  24153.     End
  24154.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
  24155.       Model           = NBAirfield_A4S
  24156.       Animation       = NBAirfield_A4S.NBAirfield_A4S
  24157.       AnimationMode   = MANUAL
  24158.       Flags           = START_FRAME_LAST
  24159.       TransitionKey   = UP_SNOW
  24160.     End
  24161.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
  24162.       Model           = NBAirfield_A4SN
  24163.       Animation       = NBAirfield_A4SN.NBAirfield_A4SN
  24164.       AnimationMode   = MANUAL
  24165.       Flags           = START_FRAME_LAST
  24166.       TransitionKey   = UP_SNOWNIGHT
  24167.     End
  24168.     TransitionState   = DOWN_DEFAULT UP_DAY
  24169.       Model           = NBAirfield_A4
  24170.       Animation       = NBAirfield_A4.NBAirfield_A4
  24171.       AnimationMode   = ONCE
  24172.       AnimationSpeedFactorRange = 1.0 1.0
  24173.       Flags           = START_FRAME_FIRST
  24174.     End
  24175.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  24176.       Model           = NBAirfield_A4N
  24177.       Animation       = NBAirfield_A4N.NBAirfield_A4N
  24178.       AnimationMode   = ONCE
  24179.       AnimationSpeedFactorRange = 1.0 1.0
  24180.       Flags           = START_FRAME_FIRST
  24181.     End
  24182.     TransitionState   = DOWN_DEFAULT UP_SNOW
  24183.       Model           = NBAirfield_A4S
  24184.       Animation       = NBAirfield_A4S.NBAirfield_A4S
  24185.       AnimationMode   = ONCE
  24186.       AnimationSpeedFactorRange = 1.0 1.0
  24187.       Flags           = START_FRAME_FIRST
  24188.     End
  24189.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  24190.       Model           = NBAirfield_A4SN
  24191.       Animation       = NBAirfield_A4SN.NBAirfield_A4SN
  24192.       AnimationMode   = ONCE
  24193.       AnimationSpeedFactorRange = 1.0 1.0
  24194.       Flags           = START_FRAME_FIRST
  24195.     End
  24196.     TransitionState   = UP_DAY DOWN_DEFAULT
  24197.       Model           = NBAirfield_A4
  24198.       Animation       = NBAirfield_A4.NBAirfield_A4
  24199.       AnimationMode   = ONCE_BACKWARDS
  24200.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24201.       Flags           = START_FRAME_LAST
  24202.     End
  24203.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  24204.       Model           = NBAirfield_A4N
  24205.       Animation       = NBAirfield_A4N.NBAirfield_A4N
  24206.       AnimationMode   = ONCE_BACKWARDS
  24207.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24208.       Flags           = START_FRAME_LAST
  24209.     End
  24210.     TransitionState   = UP_SNOW DOWN_DEFAULT
  24211.       Model           = NBAirfield_A4S
  24212.       Animation       = NBAirfield_A4S.NBAirfield_A4S
  24213.       AnimationMode   = ONCE_BACKWARDS
  24214.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24215.       Flags           = START_FRAME_LAST
  24216.     End
  24217.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  24218.       Model           = NBAirfield_A4SN
  24219.       Animation       = NBAirfield_A4SN.NBAirfield_A4SN
  24220.       AnimationMode   = ONCE_BACKWARDS
  24221.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24222.       Flags           = START_FRAME_LAST
  24223.     End
  24224.   End
  24225.  
  24226.   ; ------------ under-construction scaffolding -----------------
  24227.   Draw = W3DModelDraw ModuleTag_07
  24228.   AnimationsRequirePower = No
  24229.     MinLODRequired = MEDIUM
  24230.     DefaultConditionState
  24231.       Model           = None
  24232.       TransitionKey   = DOWN_DEFAULT
  24233.     End
  24234.     ConditionState    = NIGHT
  24235.       Model           = None
  24236.       TransitionKey   = DOWN_DEFAULT
  24237.     End
  24238.     ConditionState    = SNOW
  24239.       Model           = None
  24240.       TransitionKey   = DOWN_DEFAULT
  24241.     End
  24242.     ConditionState    = SNOW NIGHT
  24243.       Model           = None
  24244.       TransitionKey   = DOWN_DEFAULT
  24245.     End
  24246.     ConditionState    = PARTIALLY_CONSTRUCTED
  24247.       Model           = NBAirfield_A6
  24248.       Animation       = NBAirfield_A6.NBAirfield_A6
  24249.       AnimationMode   = MANUAL
  24250.       Flags           = START_FRAME_LAST
  24251.       TransitionKey   = UP_DAY
  24252.       ParticleSysBone = Dust01 BuildingDustChina
  24253.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  24254.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  24255.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  24256.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  24257.       ParticleSysBone = Smoke05 BuildUpSmokeChina
  24258.     End
  24259.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  24260.       Model           = NBAirfield_A6N
  24261.       Animation       = NBAirfield_A6N.NBAirfield_A6N
  24262.       AnimationMode   = MANUAL
  24263.       Flags           = START_FRAME_LAST
  24264.       TransitionKey   = UP_NIGHT
  24265.       ParticleSysBone = Dust01 BuildingDustChina
  24266.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  24267.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  24268.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  24269.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  24270.       ParticleSysBone = Smoke05 BuildUpSmokeChina
  24271.     End
  24272.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  24273.       Model           = NBAirfield_A6S
  24274.       Animation       = NBAirfield_A6S.NBAirfield_A6S
  24275.       AnimationMode   = MANUAL
  24276.       Flags           = START_FRAME_LAST
  24277.       TransitionKey   = UP_SNOW
  24278.       ParticleSysBone = Dust01 BuildingSnowDust
  24279.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  24280.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  24281.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  24282.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  24283.       ParticleSysBone = Smoke05 BuildUpSnowSmoke
  24284.     End
  24285.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  24286.       Model           = NBAirfield_A6SN
  24287.       Animation       = NBAirfield_A6SN.NBAirfield_A6SN
  24288.       AnimationMode   = MANUAL
  24289.       Flags           = START_FRAME_LAST
  24290.       TransitionKey   = UP_SNOWNIGHT
  24291.       ParticleSysBone = Dust01 BuildingNightSnowDust
  24292.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  24293.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  24294.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  24295.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  24296.       ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
  24297.     End
  24298.     TransitionState   = DOWN_DEFAULT UP_DAY
  24299.      Model            = NBAirfield_A6
  24300.       Animation       = NBAirfield_A6.NBAirfield_A6
  24301.  
  24302.       AnimationMode   = ONCE
  24303.       AnimationSpeedFactorRange = 1.0 1.0
  24304.       Flags           = START_FRAME_FIRST
  24305.     End
  24306.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  24307.      Model            = NBAirfield_A6N
  24308.       Animation       = NBAirfield_A6N.NBAirfield_A6N
  24309.       AnimationMode   = ONCE
  24310.       AnimationSpeedFactorRange = 1.0 1.0
  24311.       Flags           = START_FRAME_FIRST
  24312.     End
  24313.     TransitionState   = DOWN_DEFAULT UP_SNOW
  24314.      Model            = NBAirfield_A6S
  24315.       Animation       = NBAirfield_A6S.NBAirfield_A6S
  24316.       AnimationMode   = ONCE
  24317.       AnimationSpeedFactorRange = 1.0 1.0
  24318.       Flags           = START_FRAME_FIRST
  24319.     End
  24320.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  24321.      Model            = NBAirfield_A6SN
  24322.       Animation       = NBAirfield_A6SN.NBAirfield_A6SN
  24323.       AnimationMode   = ONCE
  24324.       AnimationSpeedFactorRange = 1.0 1.0
  24325.       Flags           = START_FRAME_FIRST
  24326.     End
  24327.     TransitionState   = UP_DAY DOWN_DEFAULT
  24328.       Model           = NBAirfield_A6
  24329.       Animation       = NBAirfield_A6.NBAirfield_A6
  24330.       AnimationMode   = ONCE_BACKWARDS
  24331.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24332.       Flags           = START_FRAME_LAST
  24333.     End
  24334.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  24335.       Model           = NBAirfield_A6N
  24336.       Animation       = NBAirfield_A6N.NBAirfield_A6N
  24337.       AnimationMode   = ONCE_BACKWARDS
  24338.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24339.       Flags           = START_FRAME_LAST
  24340.     End
  24341.     TransitionState   = UP_SNOW DOWN_DEFAULT
  24342.       Model           = NBAirfield_A6S
  24343.       Animation       = NBAirfield_A6S.NBAirfield_A6S
  24344.       AnimationMode   = ONCE_BACKWARDS
  24345.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24346.       Flags           = START_FRAME_LAST
  24347.     End
  24348.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  24349.       Model           = NBAirfield_A6SN
  24350.       Animation       = NBAirfield_A6SN.NBAirfield_A6SN
  24351.       AnimationMode   = ONCE_BACKWARDS
  24352.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24353.       Flags           = START_FRAME_LAST
  24354.     End
  24355.   End
  24356.  
  24357.  
  24358.   ; ------------ being-constructed crane -----------------
  24359.   Draw = W3DModelDraw ModuleTag_08
  24360.   AnimationsRequirePower = No
  24361.     DefaultConditionState
  24362.       Model           = None
  24363.       TransitionKey   = DOWN_DEFAULT
  24364.     End
  24365.     ConditionState    = NIGHT
  24366.       Model           = None
  24367.       TransitionKey   = DOWN_DEFAULT
  24368.     End
  24369.     ConditionState    = SNOW
  24370.       Model           = None
  24371.       TransitionKey   = DOWN_DEFAULT
  24372.     End
  24373.     ConditionState    = SNOW NIGHT
  24374.       Model           = None
  24375.       TransitionKey   = DOWN_DEFAULT
  24376.     End
  24377.     ConditionState    = SOLD
  24378.       Model           = NONE
  24379.     End
  24380.  
  24381.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  24382.       Model           = NBAirfield_A5
  24383.       Animation       = NBAirfield_A5.NBAirfield_A5
  24384.       AnimationMode   = LOOP
  24385.       TransitionKey  = UP_DAY
  24386.     End
  24387.  
  24388.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  24389.       Model           = NBAirfield_A5N
  24390.       Animation       = NBAirfield_A5N.NBAirfield_A5N
  24391.       AnimationMode   = LOOP
  24392.       TransitionKey  = UP_NIGHT
  24393.     End
  24394.  
  24395.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  24396.       Model           = NBAirfield_A5S
  24397.       Animation       = NBAirfield_A5S.NBAirfield_A5S
  24398.       AnimationMode   = LOOP
  24399.       TransitionKey  = UP_SNOW
  24400.     End
  24401.  
  24402.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  24403.       Model           = NBAirfield_A5SN
  24404.       Animation       = NBAirfield_A5SN.NBAirfield_A5SN
  24405.       AnimationMode   = LOOP
  24406.       TransitionKey  = UP_SNOWNIGHT
  24407.     End
  24408.     TransitionState   = DOWN_DEFAULT UP_DAY
  24409.       Model            = NBAirfield_AB
  24410.       Animation       = NBAirfield_AB.NBAirfield_AB
  24411.       AnimationMode   = ONCE
  24412.       AnimationSpeedFactorRange = 1.0 1.0
  24413.       Flags           = START_FRAME_FIRST
  24414.     End
  24415.  
  24416.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  24417.       Model            = NBAirfield_ABN
  24418.       Animation       = NBAirfield_ABN.NBAirfield_ABN
  24419.       AnimationMode   = ONCE
  24420.       AnimationSpeedFactorRange = 1.0 1.0
  24421.       Flags           = START_FRAME_FIRST
  24422.     End
  24423.     TransitionState   = DOWN_DEFAULT UP_SNOW
  24424.       Model            = NBAirfield_ABS
  24425.       Animation       = NBAirfield_ABS.NBAirfield_ABS
  24426.       AnimationMode   = ONCE
  24427.       AnimationSpeedFactorRange = 1.0 1.0
  24428.       Flags           = START_FRAME_FIRST
  24429.     End
  24430.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  24431.       Model            = NBAirfield_ABSN
  24432.       Animation       = NBAirfield_ABSN.NBAirfield_ABSN
  24433.       AnimationMode   = ONCE
  24434.       AnimationSpeedFactorRange = 1.0 1.0
  24435.       Flags           = START_FRAME_FIRST
  24436.     End
  24437.     TransitionState   = UP_DAY DOWN_DEFAULT
  24438.       Model            = NBAirfield_AB
  24439.       Animation       = NBAirfield_AB.NBAirfield_AB
  24440.       AnimationMode   = ONCE_BACKWARDS
  24441.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24442.       Flags           = START_FRAME_LAST
  24443.     End
  24444.  
  24445.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  24446.       Model            = NBAirfield_ABN
  24447.       Animation       = NBAirfield_ABN.NBAirfield_ABN
  24448.       AnimationMode   = ONCE_BACKWARDS
  24449.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24450.       Flags           = START_FRAME_LAST
  24451.     End
  24452.     TransitionState   = UP_SNOW DOWN_DEFAULT
  24453.       Model            = NBAirfield_ABS
  24454.       Animation       = NBAirfield_ABS.NBAirfield_ABS
  24455.       AnimationMode   = ONCE_BACKWARDS
  24456.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24457.       Flags           = START_FRAME_LAST
  24458.     End
  24459.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  24460.       Model            = NBAirfield_ABSN
  24461.       Animation       = NBAirfield_ABSN.NBAirfield_ABSN
  24462.       AnimationMode   = ONCE_BACKWARDS
  24463.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24464.       Flags           = START_FRAME_LAST
  24465.     End
  24466.   End
  24467.  
  24468.   PlacementViewAngle = -45
  24469.  
  24470.   ; ***DESIGN parameters ***
  24471.   DisplayName      = OBJECT:Airfield
  24472.   Side             = China
  24473.   EditorSorting    = STRUCTURE
  24474.   Prerequisites
  24475.     Object = ChinaSupplyCenter
  24476.   End
  24477.   BuildCost        = 1000
  24478.   BuildTime        = 30.0           ; in seconds
  24479.   EnergyProduction = -1
  24480.   CommandSet       = ChinaAirfieldCommandSet
  24481.   VisionRange     = 200.0           ; Shroud clearing distance
  24482.   ShroudClearingRange = 200
  24483.   ArmorSet
  24484.     Conditions      = None
  24485.     Armor           = StructureArmor
  24486.     DamageFX        = StructureDamageFXNoShake
  24487.   End
  24488.   ExperienceValue     = 150 150 150 150  ; Experience point value at each level
  24489.  
  24490.   ; *** AUDIO Parameters ***
  24491.   VoiceSelect = AirfieldChinaSelect
  24492.   SoundDie              = BuildingDie
  24493.   SoundOnDamaged        = BuildingDamagedStateLight
  24494.   SoundOnReallyDamaged  = BuildingDestroy
  24495.  
  24496.   UnitSpecificSounds
  24497.     UnderConstruction     = UnderConstructionLoop
  24498.   End
  24499.  
  24500.   ; *** ENGINEERING Parameters ***
  24501.   RadarPriority   = STRUCTURE
  24502.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY
  24503.   Body            = StructureBody ModuleTag_09
  24504.     MaxHealth       = 1500.0
  24505.     InitialHealth   = 1500.0
  24506.   End
  24507.  
  24508.   Behavior = ParkingPlaceBehavior ModuleTag_10
  24509.     HealAmountPerSecond   = 10
  24510.     NumRows               = 2
  24511.     NumCols               = 2
  24512.     HasRunways            = Yes
  24513.     ApproachHeight        = 50
  24514.     ParkInHangars         = Yes
  24515.   End
  24516.  
  24517.   Behavior = ProductionUpdate ModuleTag_11
  24518.     NumDoorAnimations            = 4
  24519.     DoorOpeningTime              = 2000  ;in mSeconds
  24520.     DoorWaitOpenTime             = 3000  ;in mSeconds
  24521.     DoorCloseTime                = 2000  ;in mSeconds
  24522.     ConstructionCompleteDuration = 1000  ;in mSeconds
  24523.   End
  24524.  
  24525.   Behavior = DestroyDie ModuleTag_12
  24526.     ;nothing
  24527.   End
  24528.   Behavior             = CreateObjectDie ModuleTag_13
  24529.     CreationList  = OCL_ABPowerPlantExplode
  24530.   End
  24531.   Behavior             = FXListDie ModuleTag_14
  24532.     DeathFX       = FX_StructureMediumDeath
  24533.   End
  24534.  
  24535.   Behavior = GenerateMinefieldBehavior     ModuleTag_15
  24536.     TriggeredBy           = Upgrade_ChinaMines
  24537.     MineName              = ChinaStandardMine
  24538.     SmartBorder           = Yes
  24539.     AlwaysCircular        = Yes
  24540.   End
  24541.  
  24542.   Behavior = FlammableUpdate ModuleTag_17
  24543.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  24544.     AflameDamageAmount = 5       ; taking this much damage...
  24545.     AflameDamageDelay = 500       ; this often.
  24546.   End
  24547.  
  24548.   Behavior = TransitionDamageFX ModuleTag_18
  24549.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  24550.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  24551.     ;---------------------------------------------------------------------------------------
  24552.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  24553.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  24554.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  24555.   End
  24556.  
  24557.   Behavior = OCLSpecialPower ModuleTag_23 
  24558.     SpecialPowerTemplate = SPECIALWEAPON_NapalmBombs
  24559.     OCL = SPECIALWEAPON_NapalmBombs
  24560.   End 
  24561.  
  24562.   Geometry            = BOX
  24563.   GeometryMajorRadius = 83.0
  24564.   GeometryMinorRadius = 76.0
  24565.   GeometryHeight      = 25.0
  24566.   GeometryIsSmall     = No
  24567.   Shadow          = SHADOW_VOLUME
  24568.   BuildCompletion = PLACED_BY_PLAYER
  24569.  
  24570. End
  24571.  
  24572. ;------------------------------------------------------------------------------
  24573. Object GLABlackMarket
  24574.  
  24575.   ; *** ART Parameters ***
  24576.   SelectPortrait         = SUBlackMarket_L
  24577.   ButtonImage            = SUBlackMarket
  24578.   Draw                = W3DModelDraw ModuleTag_01
  24579.     OkToChangeModelColor = Yes
  24580.  
  24581.     ; day
  24582.     ConditionState    = NONE
  24583.       Model           = UBBlackMkt
  24584.       Animation       = UBBlackMkt.UBBlackMkt
  24585.       AnimationMode   = LOOP
  24586.       ParticleSysBone = Smoke01 SmolderingSmoke      
  24587.     End
  24588.     ConditionState    = DAMAGED
  24589.       Model           = UBBlackMkt_D
  24590.       Animation       = UBBlackMkt_D.UBBlackMkt_D
  24591.       AnimationMode   = LOOP
  24592.       ParticleSysBone = Smoke01 SmolderingSmoke
  24593.       ParticleSysBone = Smoke02 SmolderingSmoke
  24594.       ParticleSysBone = Smoke03 SmolderingSmoke
  24595.       ParticleSysBone = Smoke04 SmolderingSmoke
  24596.       ParticleSysBone = Smoke05 SmolderingSmoke
  24597.       ParticleSysBone = Smoke06 SmolderingSmoke
  24598.       ParticleSysBone = Fire02 SmolderingFire
  24599.       ParticleSysBone = Fire03 SmolderingFire
  24600.       ParticleSysBone = Fire04 SmolderingFire
  24601.       ParticleSysBone = Fire05 SmolderingFire
  24602.       ParticleSysBone = Fire06 SmolderingFire
  24603.     End
  24604.     ConditionState    = REALLYDAMAGED RUBBLE
  24605.       Model           = UBBlackMkt_E
  24606.       Animation       = UBBlackMkt_E.UBBlackMkt_E
  24607.       AnimationMode   = LOOP
  24608.       ParticleSysBone = Smoke01 SmolderingSmoke
  24609.       ParticleSysBone = Smoke02 SmolderingSmoke
  24610.       ParticleSysBone = Smoke03 SmolderingSmoke
  24611.       ParticleSysBone = Smoke04 SmolderingSmoke
  24612.       ParticleSysBone = Smoke05 SmolderingSmoke
  24613.       ParticleSysBone = Smoke06 SmolderingSmoke
  24614.       ParticleSysBone = Smoke07 SmolderingSmoke
  24615.       ParticleSysBone = Fire02 SmolderingFire
  24616.       ParticleSysBone = Fire03 SmolderingFire
  24617.       ParticleSysBone = Fire04 SmolderingFire
  24618.       ParticleSysBone = Fire05 SmolderingFire
  24619.       ParticleSysBone = Fire06 SmolderingFire
  24620.       ParticleSysBone = Fire07 SmolderingFire
  24621.     End
  24622.     
  24623.     ; day snow
  24624.     ConditionState    = SNOW
  24625.       Model           = UBBlackMkt_S
  24626.       Animation       = UBBlackMkt_S.UBBlackMkt_S
  24627.       AnimationMode   = LOOP
  24628.       ParticleSysBone = Smoke01 SmolderingSmoke      
  24629.     End
  24630.     ConditionState    = DAMAGED SNOW
  24631.       Model           = UBBlackMkt_DS
  24632.       Animation       = UBBlackMkt_DS.UBBlackMkt_DS
  24633.       AnimationMode   = LOOP
  24634.       ParticleSysBone = Smoke01 SmolderingSmoke
  24635.       ParticleSysBone = Smoke02 SmolderingSmoke
  24636.       ParticleSysBone = Smoke03 SmolderingSmoke
  24637.       ParticleSysBone = Smoke04 SmolderingSmoke
  24638.       ParticleSysBone = Smoke05 SmolderingSmoke
  24639.       ParticleSysBone = Smoke06 SmolderingSmoke
  24640.       ParticleSysBone = Fire02 SmolderingFire
  24641.       ParticleSysBone = Fire03 SmolderingFire
  24642.       ParticleSysBone = Fire04 SmolderingFire
  24643.       ParticleSysBone = Fire05 SmolderingFire
  24644.       ParticleSysBone = Fire06 SmolderingFire
  24645.     End
  24646.     ConditionState    = REALLYDAMAGED RUBBLE SNOW
  24647.       Model           = UBBlackMkt_ES
  24648.       Animation       = UBBlackMkt_ES.UBBlackMkt_ES
  24649.       AnimationMode   = LOOP
  24650.       ParticleSysBone = Smoke01 SmolderingSmoke
  24651.       ParticleSysBone = Smoke02 SmolderingSmoke
  24652.       ParticleSysBone = Smoke03 SmolderingSmoke
  24653.       ParticleSysBone = Smoke04 SmolderingSmoke
  24654.       ParticleSysBone = Smoke05 SmolderingSmoke
  24655.       ParticleSysBone = Smoke06 SmolderingSmoke
  24656.       ParticleSysBone = Smoke07 SmolderingSmoke
  24657.       ParticleSysBone = Fire02 SmolderingFire
  24658.       ParticleSysBone = Fire03 SmolderingFire
  24659.       ParticleSysBone = Fire04 SmolderingFire
  24660.       ParticleSysBone = Fire05 SmolderingFire
  24661.       ParticleSysBone = Fire06 SmolderingFire
  24662.       ParticleSysBone = Fire07 SmolderingFire
  24663.     End
  24664.     
  24665.     ; night
  24666.     ConditionState    = NIGHT 
  24667.       Model           = UBBlackMkt_N
  24668.       Animation       = UBBlackMkt_N.UBBlackMkt_N
  24669.       AnimationMode   = LOOP
  24670.       ParticleSysBone = Smoke01 SmolderingSmoke      
  24671.     End
  24672.     ConditionState    = DAMAGED NIGHT
  24673.       Model           = UBBlackMkt_DN
  24674.       Animation       = UBBlackMkt_DN.UBBlackMkt_DN
  24675.       AnimationMode   = LOOP
  24676.       ParticleSysBone = Smoke01 SmolderingSmoke
  24677.       ParticleSysBone = Smoke02 SmolderingSmoke
  24678.       ParticleSysBone = Smoke03 SmolderingSmoke
  24679.       ParticleSysBone = Smoke04 SmolderingSmoke
  24680.       ParticleSysBone = Smoke05 SmolderingSmoke
  24681.       ParticleSysBone = Smoke06 SmolderingSmoke
  24682.       ParticleSysBone = Fire02 SmolderingFire
  24683.       ParticleSysBone = Fire03 SmolderingFire
  24684.       ParticleSysBone = Fire04 SmolderingFire
  24685.       ParticleSysBone = Fire05 SmolderingFire
  24686.       ParticleSysBone = Fire06 SmolderingFire
  24687.     End
  24688.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT
  24689.       Model           = UBBlackMkt_EN
  24690.       Animation       = UBBlackMkt_EN.UBBlackMkt_EN
  24691.       AnimationMode   = LOOP
  24692.       ParticleSysBone = Smoke01 SmolderingSmoke
  24693.       ParticleSysBone = Smoke02 SmolderingSmoke
  24694.       ParticleSysBone = Smoke03 SmolderingSmoke
  24695.       ParticleSysBone = Smoke04 SmolderingSmoke
  24696.       ParticleSysBone = Smoke05 SmolderingSmoke
  24697.       ParticleSysBone = Smoke06 SmolderingSmoke
  24698.       ParticleSysBone = Smoke07 SmolderingSmoke
  24699.       ParticleSysBone = Fire02 SmolderingFire
  24700.       ParticleSysBone = Fire03 SmolderingFire
  24701.       ParticleSysBone = Fire04 SmolderingFire
  24702.       ParticleSysBone = Fire05 SmolderingFire
  24703.       ParticleSysBone = Fire06 SmolderingFire
  24704.       ParticleSysBone = Fire07 SmolderingFire
  24705.     End
  24706.     
  24707.     ; night snow
  24708.     ConditionState    = NIGHT SNOW
  24709.       Model           = UBBlackMkt_NS
  24710.       Animation       = UBBlackMkt_NS.UBBlackMkt_NS
  24711.       AnimationMode   = LOOP
  24712.       ParticleSysBone = Smoke01 SmolderingSmoke      
  24713.     End
  24714.     ConditionState    = DAMAGED NIGHT SNOW
  24715.       Model           = UBBlackMkt_DNS
  24716.       Animation       = UBBlackMkt_DNS.UBBlackMkt_DNS
  24717.       AnimationMode   = LOOP
  24718.       ParticleSysBone = Smoke01 SmolderingSmoke
  24719.       ParticleSysBone = Smoke02 SmolderingSmoke
  24720.       ParticleSysBone = Smoke03 SmolderingSmoke
  24721.       ParticleSysBone = Smoke04 SmolderingSmoke
  24722.       ParticleSysBone = Smoke05 SmolderingSmoke
  24723.       ParticleSysBone = Smoke06 SmolderingSmoke
  24724.       ParticleSysBone = Fire02 SmolderingFire
  24725.       ParticleSysBone = Fire03 SmolderingFire
  24726.       ParticleSysBone = Fire04 SmolderingFire
  24727.       ParticleSysBone = Fire05 SmolderingFire
  24728.       ParticleSysBone = Fire06 SmolderingFire
  24729.     End
  24730.     ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
  24731.       Model           = UBBlackMkt_ENS
  24732.       Animation       = UBBlackMkt_ENS.UBBlackMkt_ENS
  24733.       AnimationMode   = LOOP
  24734.       ParticleSysBone = Smoke01 SmolderingSmoke
  24735.       ParticleSysBone = Smoke02 SmolderingSmoke
  24736.       ParticleSysBone = Smoke03 SmolderingSmoke
  24737.       ParticleSysBone = Smoke04 SmolderingSmoke
  24738.       ParticleSysBone = Smoke05 SmolderingSmoke
  24739.       ParticleSysBone = Smoke06 SmolderingSmoke
  24740.       ParticleSysBone = Smoke07 SmolderingSmoke
  24741.       ParticleSysBone = Fire02 SmolderingFire
  24742.       ParticleSysBone = Fire03 SmolderingFire
  24743.       ParticleSysBone = Fire04 SmolderingFire
  24744.       ParticleSysBone = Fire05 SmolderingFire
  24745.       ParticleSysBone = Fire06 SmolderingFire
  24746.       ParticleSysBone = Fire07 SmolderingFire
  24747.     End
  24748.     
  24749.     ;**************************************************************************************************************************
  24750.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  24751.     ;for this draw module
  24752.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  24753.       Model              = UBBlackMkt
  24754.       Animation          = UBBlackMkt.UBBlackMkt
  24755.       AnimationMode      = LOOP
  24756.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24757.     End
  24758.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  24759.       Model              = UBBlackMkt_D
  24760.       Animation          = UBBlackMkt_D.UBBlackMkt_D
  24761.       AnimationMode      = LOOP
  24762.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24763.     End
  24764.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  24765.       Model              = UBBlackMkt_E
  24766.       Animation          = UBBlackMkt_E.UBBlackMkt_E
  24767.       AnimationMode      = LOOP
  24768.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24769.     End
  24770.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  24771.       Model              = UBBlackMkt_N
  24772.       Animation          = UBBlackMkt_N.UBBlackMkt_N
  24773.       AnimationMode      = LOOP
  24774.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24775.     End
  24776.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  24777.       Model              = UBBlackMkt_DN
  24778.       Animation          = UBBlackMkt_DN.UBBlackMkt_DN
  24779.       AnimationMode      = LOOP
  24780.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24781.     End
  24782.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  24783.       Model              = UBBlackMkt_EN
  24784.       Animation          = UBBlackMkt_EN.UBBlackMkt_EN
  24785.       AnimationMode      = LOOP
  24786.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24787.     End
  24788.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  24789.       Model              = UBBlackMkt_S
  24790.       Animation          = UBBlackMkt_S.UBBlackMkt_S
  24791.       AnimationMode      = LOOP
  24792.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24793.     End
  24794.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  24795.       Model              = UBBlackMkt_DS
  24796.       Animation          = UBBlackMkt_DS.UBBlackMkt_DS
  24797.       AnimationMode      = LOOP
  24798.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24799.     End
  24800.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  24801.       Model              = UBBlackMkt_ES
  24802.       Animation          = UBBlackMkt_ES.UBBlackMkt_ES
  24803.       AnimationMode      = LOOP
  24804.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24805.     End
  24806.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  24807.       Model              = UBBlackMkt_NS
  24808.       Animation          = UBBlackMkt_NS.UBBlackMkt_NS
  24809.       AnimationMode      = LOOP
  24810.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24811.     End
  24812.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  24813.       Model              = UBBlackMkt_DNS
  24814.       Animation          = UBBlackMkt_DNS.UBBlackMkt_DNS
  24815.       AnimationMode      = LOOP
  24816.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24817.     End
  24818.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  24819.       Model              = UBBlackMkt_ENS
  24820.       Animation          = UBBlackMkt_ENS.UBBlackMkt_ENS
  24821.       AnimationMode      = LOOP
  24822.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  24823.     End
  24824.  
  24825.     ConditionState       = AWAITING_CONSTRUCTION 
  24826.       Model              = NONE
  24827.     End
  24828.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  24829.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  24830.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  24831.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  24832.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  24833.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  24834.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  24835.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  24836.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  24837.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  24838.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  24839.     AliasConditionState  = SOLD 
  24840.     AliasConditionState  = SOLD DAMAGED
  24841.     AliasConditionState  = SOLD REALLYDAMAGED
  24842.     AliasConditionState  = SOLD NIGHT
  24843.     AliasConditionState  = SOLD NIGHT DAMAGED
  24844.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  24845.     AliasConditionState  = SOLD SNOW
  24846.     AliasConditionState  = SOLD SNOW DAMAGED
  24847.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  24848.     AliasConditionState  = SOLD NIGHT SNOW
  24849.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  24850.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  24851.     ;**************************************************************************************************************************
  24852.     
  24853.   End  
  24854.  
  24855.   ; ------------ construction-zone fence -----------------
  24856.   Draw = W3DModelDraw ModuleTag_02
  24857.   AnimationsRequirePower = No
  24858.     DefaultConditionState
  24859.       Model           = None
  24860.       TransitionKey   = DOWN_DEFAULT
  24861.  
  24862.     End
  24863.     ConditionState    = NIGHT
  24864.       Model           = None
  24865.       TransitionKey   = DOWN_DEFAULT
  24866.     End
  24867.     ConditionState    = SNOW
  24868.       Model           = None
  24869.       TransitionKey   = DOWN_DEFAULT
  24870.     End   
  24871.     ConditionState    = SNOW NIGHT
  24872.       Model           = None
  24873.       TransitionKey   = DOWN_DEFAULT
  24874.     End
  24875.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  24876.       Model           = UBBlackMkt_A4
  24877.       Animation       = UBBlackMkt_A4.UBBlackMkt_A4
  24878.       AnimationMode   = MANUAL
  24879.       Flags           = START_FRAME_LAST
  24880.       TransitionKey   = UP_DAY
  24881.     End
  24882.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  24883.       Model           = UBBlackMkt_A4N
  24884.       Animation       = UBBlackMkt_A4N.UBBlackMkt_A4N
  24885.       AnimationMode   = MANUAL
  24886.       Flags           = START_FRAME_LAST
  24887.       TransitionKey   = UP_NIGHT
  24888.     End
  24889.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  24890.       Model           = UBBlackMkt_A4S
  24891.       Animation       = UBBlackMkt_A4S.UBBlackMkt_A4S
  24892.       AnimationMode   = MANUAL
  24893.       Flags           = START_FRAME_LAST
  24894.       TransitionKey   = UP_SNOW
  24895.     End   
  24896.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  24897.       Model           = UBBlackMkt_A4SN
  24898.       Animation       = UBBlackMkt_A4SN.UBBlackMkt_A4SN
  24899.       AnimationMode   = MANUAL
  24900.       Flags           = START_FRAME_LAST
  24901.       TransitionKey   = UP_SNOWNIGHT
  24902.     End 
  24903.     TransitionState   = DOWN_DEFAULT UP_DAY
  24904.       Model           = UBBlackMkt_A4
  24905.       Animation       = UBBlackMkt_A4.UBBlackMkt_A4
  24906.       AnimationMode   = ONCE
  24907.       AnimationSpeedFactorRange = 1.0 1.0
  24908.       Flags           = START_FRAME_FIRST
  24909.     End
  24910.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  24911.       Model           = UBBlackMkt_A4N
  24912.       Animation       = UBBlackMkt_A4N.UBBlackMkt_A4N
  24913.       AnimationMode   = ONCE
  24914.       AnimationSpeedFactorRange = 1.0 1.0
  24915.       Flags           = START_FRAME_FIRST
  24916.     End
  24917.     TransitionState   = DOWN_DEFAULT UP_SNOW
  24918.       Model           = UBBlackMkt_A4S
  24919.       Animation       = UBBlackMkt_A4S.UBBlackMkt_A4S
  24920.       AnimationMode   = ONCE
  24921.       AnimationSpeedFactorRange = 1.0 1.0
  24922.       Flags           = START_FRAME_FIRST
  24923.     End
  24924.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  24925.       Model           = UBBlackMkt_A4SN
  24926.       Animation       = UBBlackMkt_A4SN.UBBlackMkt_A4SN
  24927.       AnimationMode   = ONCE
  24928.       AnimationSpeedFactorRange = 1.0 1.0
  24929.       Flags           = START_FRAME_FIRST
  24930.     End
  24931.     TransitionState   = UP_DAY DOWN_DEFAULT
  24932.       Model           = UBBlackMkt_A4
  24933.       Animation       = UBBlackMkt_A4.UBBlackMkt_A4
  24934.       AnimationMode   = ONCE_BACKWARDS
  24935.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24936.       Flags           = START_FRAME_LAST
  24937.     End
  24938.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  24939.       Model           = UBBlackMkt_A4N
  24940.       Animation       = UBBlackMkt_A4N.UBBlackMkt_A4N
  24941.       AnimationMode   = ONCE_BACKWARDS
  24942.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24943.       Flags           = START_FRAME_LAST
  24944.     End
  24945.     TransitionState   = UP_SNOW DOWN_DEFAULT
  24946.       Model           = UBBlackMkt_A4S
  24947.       Animation       = UBBlackMkt_A4S.UBBlackMkt_A4S
  24948.       AnimationMode   = ONCE_BACKWARDS
  24949.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24950.       Flags           = START_FRAME_LAST
  24951.     End
  24952.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  24953.       Model           = UBBlackMkt_A4SN
  24954.       Animation       = UBBlackMkt_A4SN.UBBlackMkt_A4SN
  24955.       AnimationMode   = ONCE_BACKWARDS
  24956.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  24957.       Flags           = START_FRAME_LAST
  24958.     End
  24959.   End
  24960.  
  24961.   ; ------------ under-construction scaffolding -----------------
  24962.   Draw = W3DModelDraw ModuleTag_03
  24963.   AnimationsRequirePower = No
  24964.     MinLODRequired = MEDIUM
  24965.     DefaultConditionState
  24966.       Model           = None
  24967.       TransitionKey   = DOWN_DEFAULT
  24968.     End
  24969.     ConditionState    = NIGHT
  24970.       Model           = None
  24971.       TransitionKey   = DOWN_DEFAULT
  24972.     End
  24973.     ConditionState    = SNOW
  24974.       Model           = None
  24975.       TransitionKey   = DOWN_DEFAULT
  24976.     End 
  24977.     ConditionState    = SNOW NIGHT
  24978.       Model           = None
  24979.       TransitionKey   = DOWN_DEFAULT
  24980.     End 
  24981.     ConditionState    = PARTIALLY_CONSTRUCTED
  24982.       Model           = UBBlackMkt_A6
  24983.       Animation       = UBBlackMkt_A6.UBBlackMkt_A6
  24984.       AnimationMode   = MANUAL
  24985.       Flags           = START_FRAME_LAST
  24986.       TransitionKey   = UP_DAY
  24987.       ParticleSysBone = Dust01 BuildingDust
  24988.       ParticleSysBone = Smoke01 BuildUpSmoke
  24989.       ParticleSysBone = Smoke02 BuildUpSmoke
  24990.       ParticleSysBone = Smoke03 BuildUpSmoke
  24991.       ParticleSysBone = Smoke04 BuildUpSmoke
  24992.     End
  24993.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  24994.       Model           = UBBlackMkt_A6N
  24995.       Animation       = UBBlackMkt_A6N.UBBlackMkt_A6N
  24996.       AnimationMode   = MANUAL
  24997.       Flags           = START_FRAME_LAST
  24998.       TransitionKey   = UP_NIGHT
  24999.       ParticleSysBone = Dust01 BuildingDust
  25000.       ParticleSysBone = Smoke01 BuildUpSmoke
  25001.       ParticleSysBone = Smoke02 BuildUpSmoke
  25002.       ParticleSysBone = Smoke03 BuildUpSmoke
  25003.       ParticleSysBone = Smoke04 BuildUpSmoke
  25004.     End
  25005.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  25006.       Model           = UBBlackMkt_A6S
  25007.       Animation       = UBBlackMkt_A6S.UBBlackMkt_A6S
  25008.       AnimationMode   = MANUAL
  25009.       Flags           = START_FRAME_LAST
  25010.       TransitionKey   = UP_SNOW
  25011.       ParticleSysBone = Dust01 BuildingSnowDust
  25012.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  25013.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  25014.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  25015.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  25016.     End
  25017.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  25018.       Model           = UBBlackMkt_A6SN
  25019.       Animation       = UBBlackMkt_A6SN.UBBlackMkt_A6SN
  25020.       AnimationMode   = MANUAL
  25021.       Flags           = START_FRAME_LAST
  25022.       TransitionKey   = UP_SNOWNIGHT
  25023.       ParticleSysBone = Dust01 BuildingNightSnowDust
  25024.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  25025.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  25026.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  25027.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  25028.     End
  25029.     TransitionState   = DOWN_DEFAULT UP_DAY
  25030.      Model            = UBBlackMkt_A6
  25031.       Animation       = UBBlackMkt_A6.UBBlackMkt_A6
  25032.       AnimationMode   = ONCE
  25033.       AnimationSpeedFactorRange = 1.0 1.0
  25034.       Flags           = START_FRAME_FIRST
  25035.     End
  25036.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  25037.      Model            = UBBlackMkt_A6N
  25038.       Animation       = UBBlackMkt_A6N.UBBlackMkt_A6N
  25039.       AnimationMode   = ONCE
  25040.       AnimationSpeedFactorRange = 1.0 1.0
  25041.       Flags           = START_FRAME_FIRST
  25042.     End
  25043.     TransitionState   = DOWN_DEFAULT UP_SNOW
  25044.      Model            = UBBlackMkt_A6S
  25045.       Animation       = UBBlackMkt_A6S.UBBlackMkt_A6S
  25046.       AnimationMode   = ONCE
  25047.       AnimationSpeedFactorRange = 1.0 1.0
  25048.       Flags           = START_FRAME_FIRST
  25049.     End
  25050.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  25051.      Model            = UBBlackMkt_A6SN
  25052.       Animation       = UBBlackMkt_A6SN.UBBlackMkt_A6SN
  25053.       AnimationMode   = ONCE
  25054.       AnimationSpeedFactorRange = 1.0 1.0
  25055.       Flags           = START_FRAME_FIRST
  25056.     End
  25057.     TransitionState   = UP_DAY DOWN_DEFAULT
  25058.       Model           = UBBlackMkt_A6
  25059.       Animation       = UBBlackMkt_A6.UBBlackMkt_A6
  25060.       AnimationMode   = ONCE_BACKWARDS
  25061.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25062.       Flags           = START_FRAME_LAST
  25063.     End
  25064.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  25065.       Model           = UBBlackMkt_A6N
  25066.       Animation       = UBBlackMkt_A6N.UBBlackMkt_A6N
  25067.       AnimationMode   = ONCE_BACKWARDS
  25068.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25069.       Flags           = START_FRAME_LAST
  25070.     End
  25071.     TransitionState   = UP_SNOW DOWN_DEFAULT
  25072.       Model           = UBBlackMkt_A6S
  25073.       Animation       = UBBlackMkt_A6S.UBBlackMkt_A6S
  25074.       AnimationMode   = ONCE_BACKWARDS
  25075.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25076.       Flags           = START_FRAME_LAST
  25077.     End
  25078.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  25079.       Model           = UBBlackMkt_A6SN
  25080.       Animation       = UBBlackMkt_A6SN.UBBlackMkt_A6SN
  25081.       AnimationMode   = ONCE_BACKWARDS
  25082.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25083.       Flags           = START_FRAME_LAST
  25084.     End
  25085.   End
  25086.   PlacementViewAngle  = -45
  25087.  
  25088.   ; ***DESIGN parameters ***
  25089.   DisplayName         = OBJECT:BlackMarket
  25090.   Side                = GLA
  25091.   EditorSorting       = STRUCTURE
  25092.   Prerequisites
  25093.     Object = GLAPalace
  25094.   End
  25095.   BuildCost           = 2500
  25096.   BuildTime           = 45.0           ; in seconds
  25097.   EnergyProduction    = 0
  25098.   CommandSet          = GLABlackMarketCommandSet
  25099.   VisionRange         = 200.0           ; Shroud clearing distance
  25100.   ShroudClearingRange = 200
  25101.   ArmorSet
  25102.     Conditions        = None
  25103.     Armor             = StructureArmor
  25104.     DamageFX          = StructureDamageFXNoShake
  25105.   End
  25106.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  25107.  
  25108.   ; *** AUDIO Parameters ***
  25109.   VoiceSelect         = BlackMarketSelect
  25110.   SoundDie              = BuildingDie
  25111.   SoundOnDamaged        = BuildingDamagedStateLight
  25112.   SoundOnReallyDamaged  = BuildingDestroy
  25113.  
  25114.   UnitSpecificSounds
  25115.     UnderConstruction     = UnderConstructionLoop
  25116.   End
  25117.  
  25118.   ; *** ENGINEERING Parameters ***
  25119.   RadarPriority       = STRUCTURE
  25120.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY
  25121.   Body                = StructureBody ModuleTag_04
  25122.     MaxHealth         = 500.0
  25123.     InitialHealth     = 500.0
  25124.   End
  25125.  
  25126.   Behavior = AutoDepositUpdate ModuleTag_05
  25127.     DepositTiming       = 2000   ; in milliseconds
  25128.     DepositAmount       = 20   ; cash amount to deposit every DepositTiming
  25129.     InitialCaptureBonus = 0  ; no initial bonus
  25130.   End
  25131.  
  25132.   Behavior = ProductionUpdate ModuleTag_06
  25133.     ; nothing
  25134.   End
  25135.  
  25136.   Behavior                 = DestroyDie ModuleTag_07
  25137.     ;nothing
  25138.   End
  25139.   Behavior                 = RebuildHoleExposeDie ModuleTag_08
  25140.     HoleName          = GLAHoleBlackMarket
  25141.     HoleMaxHealth     = 500.0
  25142.   End 
  25143.   Behavior                 = CreateObjectDie ModuleTag_09
  25144.     CreationList      = OCL_ABPowerPlantExplode
  25145.   End
  25146.   Behavior                 = FXListDie ModuleTag_10
  25147.     DeathFX           = FX_StructureSmallDeath
  25148.   End
  25149.  
  25150.   Behavior           = OCLSpecialPower ModuleTag_99
  25151.     SpecialPowerTemplate = SuperweaponStickstoff
  25152.     OCL                  = OCL_Stickstoff
  25153.     CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  25154.   End
  25155.  
  25156.   Behavior = FlammableUpdate ModuleTag_12
  25157.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  25158.     AflameDamageAmount = 5       ; taking this much damage...
  25159.     AflameDamageDelay = 500       ; this often.
  25160.   End
  25161.  
  25162.   Behavior = TransitionDamageFX ModuleTag_13
  25163.     ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  25164.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  25165.     ;---------------------------------------------------------------------------------------
  25166.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  25167.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  25168.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  25169.   End
  25170.  
  25171.   Geometry            = BOX
  25172.   GeometryMajorRadius = 35.0
  25173.   GeometryMinorRadius = 35.0
  25174.   GeometryHeight      = 35.0
  25175.   GeometryIsSmall     = No
  25176.   Shadow              = SHADOW_VOLUME
  25177.   BuildCompletion     = PLACED_BY_PLAYER
  25178.  
  25179. End
  25180.  
  25181. ;------------------------------------------------------------------------------
  25182. ;GLA Barracks
  25183. Object GLABarracks
  25184.  
  25185.   ; *** ART Parameters ***
  25186.   SelectPortrait         = SUBarracks_L
  25187.   ButtonImage            = SUBarracks
  25188.   Draw = W3DModelDraw ModuleTag_01
  25189.     OkToChangeModelColor = Yes
  25190.     ; day
  25191.     ConditionState = NONE
  25192.       Model = UBBARRACKS
  25193.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25194.       ParticleSysBone = Smoke02 SteamVent
  25195.       Animation     = UBBarracks.UBBarracks
  25196.       AnimationMode = LOOP
  25197.     End
  25198.     ConditionState = DAMAGED
  25199.       Model = UBBarracks_D
  25200.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25201.       ParticleSysBone = Smoke02 SteamVent
  25202. ;     ParticleSysBone = Smoke03 SmokeFactionMedium
  25203. ;     ParticleSysBone = Flame01 FireFactionMedium
  25204.       Animation     = UBBarracks_D.UBBarracks_D
  25205.       AnimationMode = LOOP
  25206.     End
  25207.     ConditionState = REALLYDAMAGED RUBBLE
  25208.       Model = UBBarracks_E
  25209.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25210. ;     ParticleSysBone = Smoke02 SteamVent
  25211. ;     ParticleSysBone = Smoke03 SmokeFactionMedium
  25212. ;     ParticleSysBone = Smoke04 SmokeFactionLarge
  25213. ;     ParticleSysBone = Smoke05 SmokeFactionLarge
  25214. ;     ParticleSysBone = Flame01 FireFactionMedium
  25215. ;     ParticleSysBone = Flame02 FireFactionLarge
  25216.       Animation     = UBBarracks_E.UBBarracks_E
  25217.       AnimationMode = LOOP
  25218.     End
  25219.  
  25220.     
  25221.     
  25222.         ; day
  25223.     ConditionState = SNOW
  25224.       Model = UBBARRACKS_S
  25225.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25226.       ParticleSysBone = Smoke02 SteamVent
  25227.       Animation     = UBBarracks_S.UBBarracks_S
  25228.       AnimationMode = LOOP
  25229.     End
  25230.     ConditionState = DAMAGED SNOW
  25231.       Model = UBBarracks_DS
  25232.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25233.       ParticleSysBone = Smoke02 SteamVent
  25234. ;     ParticleSysBone = Smoke03 SmokeFactionMedium
  25235. ;     ParticleSysBone = Flame01 FireFactionMedium
  25236.       Animation     = UBBarracks_DS.UBBarracks_DS
  25237.       AnimationMode = LOOP
  25238.     End
  25239.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  25240.       Model = UBBarracks_ES
  25241.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25242. ;     ParticleSysBone = Smoke02 SteamVent
  25243. ;     ParticleSysBone = Smoke03 SmokeFactionMedium
  25244. ;     ParticleSysBone = Smoke04 SmokeFactionLarge
  25245. ;     ParticleSysBone = Smoke05 SmokeFactionLarge
  25246. ;     ParticleSysBone = Flame01 FireFactionMedium
  25247. ;     ParticleSysBone = Flame02 FireFactionLarge
  25248.       Animation     = UBBarracks_ES.UBBarracks_ES
  25249.       AnimationMode = LOOP
  25250.     End
  25251.  
  25252.     
  25253.  
  25254.     ; night
  25255.     ConditionState = NIGHT
  25256.       Model = UBBARRACKS_N
  25257.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25258.       ParticleSysBone = Smoke02 SteamVent
  25259.       Animation     = UBBarracks_N.UBBarracks_N
  25260.       AnimationMode = LOOP
  25261.     End
  25262.     ConditionState = DAMAGED NIGHT
  25263.       Model = UBBarracks_DN
  25264.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25265.       ParticleSysBone = Smoke02 SteamVent
  25266.       ParticleSysBone = Smoke03 GLAPowerPlantSmoke
  25267.       ParticleSysBone = Flame01 GLAPowerPlantFlame
  25268.       Animation     = UBBarracks_DN.UBBarracks_DN
  25269.       AnimationMode = LOOP
  25270.     End
  25271.     ConditionState = REALLYDAMAGED RUBBLE NIGHT
  25272.       Model = UBBarracks_EN
  25273.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25274.       ParticleSysBone = Smoke02 SteamVent
  25275.       ParticleSysBone = Smoke03 GLAPowerPlantSmoke
  25276.       ParticleSysBone = Smoke04 GLAPowerPlantSmoke
  25277.       ParticleSysBone = Smoke05 GLAPowerPlantSmoke
  25278.       ParticleSysBone = Flame01 FireSmallContinuous
  25279.       ParticleSysBone = Flame02 GLAPowerPlantFlame
  25280.       Animation     = UBBarracks_EN.UBBarracks_EN
  25281.       AnimationMode = LOOP
  25282.     End
  25283.  
  25284.     
  25285.     
  25286.     ; night
  25287.     ConditionState = NIGHT SNOW
  25288.       Model = UBBARRACKS_NS
  25289.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25290.       ParticleSysBone = Smoke02 SteamVent
  25291.       Animation     = UBBarracks_NS.UBBarracks_NS
  25292.       AnimationMode = LOOP
  25293.     End
  25294.     ConditionState = DAMAGED NIGHT SNOW
  25295.       Model = UBBarracks_DNS
  25296.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25297.       ParticleSysBone = Smoke02 SteamVent
  25298.       ParticleSysBone = Smoke03 GLAPowerPlantSmoke
  25299.       ParticleSysBone = Flame01 GLAPowerPlantFlame
  25300.       Animation     = UBBarracks_DNS.UBBarracks_DNS
  25301.       AnimationMode = LOOP
  25302.     End
  25303.     ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
  25304.       Model = UBBarracks_ENS
  25305.       ParticleSysBone = Smoke01 ChimneySmokeSmall
  25306.       ParticleSysBone = Smoke02 SteamVent
  25307.       ParticleSysBone = Smoke03 GLAPowerPlantSmoke
  25308.       ParticleSysBone = Smoke04 GLAPowerPlantSmoke
  25309.       ParticleSysBone = Smoke05 GLAPowerPlantSmoke
  25310.       ParticleSysBone = Flame01 FireSmallContinuous
  25311.       ParticleSysBone = Flame02 GLAPowerPlantFlame
  25312.       Animation     = UBBarracks_ENS.UBBarracks_ENS
  25313.       AnimationMode = LOOP
  25314.     End
  25315.  
  25316.  
  25317.     ;**************************************************************************************************************************
  25318.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  25319.     ;for this draw module
  25320.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  25321.       Model              = UBBarracks
  25322.       Animation          = UBBarracks.UBBarracks
  25323.       AnimationMode      = LOOP
  25324.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25325.     End
  25326.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  25327.       Model              = UBBarracks_D
  25328.       Animation          = UBBarracks_D.UBBarracks_D
  25329.       AnimationMode      = LOOP
  25330.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25331.     End
  25332.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  25333.       Model              = UBBarracks_E
  25334.       Animation          = UBBarracks_E.UBBarracks_E
  25335.       AnimationMode      = LOOP
  25336.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25337.     End
  25338.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  25339.       Model              = UBBarracks_N
  25340.       Animation          = UBBarracks_N.UBBarracks_N
  25341.       AnimationMode      = LOOP
  25342.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25343.     End
  25344.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  25345.       Model              = UBBarracks_DN
  25346.       Animation          = UBBarracks_DN.UBBarracks_DN
  25347.       AnimationMode      = LOOP
  25348.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25349.     End
  25350.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  25351.       Model              = UBBarracks_EN
  25352.       Animation          = UBBarracks_EN.UBBarracks_EN
  25353.       AnimationMode      = LOOP
  25354.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25355.     End
  25356.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  25357.       Model              = UBBarracks_S
  25358.       Animation          = UBBarracks_S.UBBarracks_S
  25359.       AnimationMode      = LOOP
  25360.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25361.     End
  25362.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  25363.       Model              = UBBarracks_DS
  25364.       Animation          = UBBarracks_DS.UBBarracks_DS
  25365.       AnimationMode      = LOOP
  25366.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25367.     End
  25368.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  25369.       Model              = UBBarracks_ES
  25370.       Animation          = UBBarracks_ES.UBBarracks_ES
  25371.       AnimationMode      = LOOP
  25372.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25373.     End
  25374.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  25375.       Model              = UBBarracks_NS
  25376.       Animation          = UBBarracks_NS.UBBarracks_NS
  25377.       AnimationMode      = LOOP
  25378.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25379.     End
  25380.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  25381.       Model              = UBBarracks_DNS
  25382.       Animation          = UBBarracks_DNS.UBBarracks_DNS
  25383.       AnimationMode      = LOOP
  25384.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25385.     End
  25386.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  25387.       Model              = UBBarracks_ENS
  25388.       Animation          = UBBarracks_ENS.UBBarracks_ENS
  25389.       AnimationMode      = LOOP
  25390.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25391.     End
  25392.  
  25393.     ConditionState       = AWAITING_CONSTRUCTION 
  25394.       Model              = NONE
  25395.     End
  25396.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  25397.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  25398.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  25399.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  25400.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  25401.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  25402.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  25403.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  25404.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  25405.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  25406.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  25407.     AliasConditionState  = SOLD 
  25408.     AliasConditionState  = SOLD DAMAGED
  25409.     AliasConditionState  = SOLD REALLYDAMAGED
  25410.     AliasConditionState  = SOLD NIGHT
  25411.     AliasConditionState  = SOLD NIGHT DAMAGED
  25412.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  25413.     AliasConditionState  = SOLD SNOW
  25414.     AliasConditionState  = SOLD SNOW DAMAGED
  25415.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  25416.     AliasConditionState  = SOLD NIGHT SNOW
  25417.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  25418.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  25419.     ;**************************************************************************************************************************
  25420.   End
  25421.   ; ------------ construction-zone fence -----------------
  25422.   Draw = W3DModelDraw ModuleTag_02
  25423.   AnimationsRequirePower = No
  25424.     DefaultConditionState
  25425.       Model           = None
  25426.       TransitionKey   = DOWN_DEFAULT
  25427.     End
  25428.     ConditionState    = NIGHT
  25429.       Model           = None
  25430.       TransitionKey   = DOWN_DEFAULT
  25431.     End
  25432.     ConditionState    = SNOW
  25433.       Model           = None
  25434.       TransitionKey   = DOWN_DEFAULT
  25435.     End
  25436.     ConditionState    = SNOW NIGHT
  25437.       Model           = None
  25438.       TransitionKey   = DOWN_DEFAULT
  25439.     End
  25440.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  25441.       Model           = UBBarracks_A4
  25442.       Animation       = UBBarracks_A4.UBBarracks_A4
  25443.       AnimationMode   = MANUAL
  25444.       Flags           = START_FRAME_LAST
  25445.       TransitionKey   = UP_DAY
  25446.     End
  25447.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  25448.       Model           = UBBarracks_A4N
  25449.       Animation       = UBBarracks_A4N.UBBarracks_A4N
  25450.       AnimationMode   = MANUAL
  25451.       Flags           = START_FRAME_LAST
  25452.       TransitionKey   = UP_NIGHT
  25453.     End
  25454.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  25455.       Model           = UBBarracks_A4S
  25456.       Animation       = UBBarracks_A4S.UBBarracks_A4S
  25457.       AnimationMode   = MANUAL
  25458.       Flags           = START_FRAME_LAST
  25459.       TransitionKey   = UP_SNOW
  25460.     End
  25461.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  25462.       Model           = UBBarracks_A4SN
  25463.       Animation       = UBBarracks_A4SN.UBBarracks_A4SN
  25464.       AnimationMode   = MANUAL
  25465.       Flags           = START_FRAME_LAST
  25466.       TransitionKey   = UP_SNOWNIGHT
  25467.     End
  25468.     TransitionState   = DOWN_DEFAULT UP_DAY
  25469.       Model           = UBBarracks_A4
  25470.       Animation       = UBBarracks_A4.UBBarracks_A4
  25471.       AnimationMode   = ONCE
  25472.       AnimationSpeedFactorRange = 1.0 1.0
  25473.       Flags           = START_FRAME_FIRST
  25474.     End
  25475.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  25476.       Model           = UBBarracks_A4N
  25477.       Animation       = UBBarracks_A4N.UBBarracks_A4N
  25478.       AnimationMode   = ONCE
  25479.       AnimationSpeedFactorRange = 1.0 1.0
  25480.       Flags           = START_FRAME_FIRST
  25481.     End
  25482.     TransitionState   = DOWN_DEFAULT UP_SNOW
  25483.       Model           = UBBarracks_A4S
  25484.       Animation       = UBBarracks_A4S.UBBarracks_A4S
  25485.       AnimationMode   = ONCE
  25486.       AnimationSpeedFactorRange = 1.0 1.0
  25487.       Flags           = START_FRAME_FIRST
  25488.     End
  25489.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  25490.       Model           = UBBarracks_A4SN
  25491.       Animation       = UBBarracks_A4SN.UBBarracks_A4SN
  25492.       AnimationMode   = ONCE
  25493.       AnimationSpeedFactorRange = 1.0 1.0
  25494.       Flags           = START_FRAME_FIRST
  25495.     End
  25496.     TransitionState   = UP_DAY DOWN_DEFAULT
  25497.       Model           = UBBarracks_A4
  25498.       Animation       = UBBarracks_A4.UBBarracks_A4
  25499.       AnimationMode   = ONCE_BACKWARDS
  25500.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25501.       Flags           = START_FRAME_LAST
  25502.     End
  25503.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  25504.       Model           = UBBarracks_A4N
  25505.       Animation       = UBBarracks_A4N.UBBarracks_A4N
  25506.       AnimationMode   = ONCE_BACKWARDS
  25507.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25508.       Flags           = START_FRAME_LAST
  25509.     End
  25510.     TransitionState   = UP_SNOW DOWN_DEFAULT
  25511.       Model           = UBBarracks_A4S
  25512.       Animation       = UBBarracks_A4S.UBBarracks_A4S
  25513.       AnimationMode   = ONCE_BACKWARDS
  25514.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25515.       Flags           = START_FRAME_LAST
  25516.     End
  25517.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  25518.       Model           = UBBarracks_A4SN
  25519.       Animation       = UBBarracks_A4SN.UBBarracks_A4SN
  25520.       AnimationMode   = ONCE_BACKWARDS
  25521.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25522.       Flags           = START_FRAME_LAST
  25523.     End
  25524.   End
  25525.  
  25526.   ; ------------ under-construction scaffolding -----------------
  25527.   Draw = W3DModelDraw ModuleTag_03
  25528.   AnimationsRequirePower = No
  25529.     MinLODRequired = MEDIUM
  25530.     DefaultConditionState
  25531.       Model           = None
  25532.       TransitionKey   = DOWN_DEFAULT
  25533.     End
  25534.     ConditionState    = NIGHT
  25535.       Model           = None
  25536.       TransitionKey   = DOWN_DEFAULT
  25537.     End
  25538.     ConditionState    = SNOW
  25539.       Model           = None
  25540.       TransitionKey   = DOWN_DEFAULT
  25541.     End
  25542.     ConditionState    = SNOW NIGHT
  25543.       Model           = None
  25544.       TransitionKey   = DOWN_DEFAULT
  25545.     End
  25546.     ConditionState    = PARTIALLY_CONSTRUCTED
  25547.       Model           = UBBarracks_A6
  25548.       Animation       = UBBarracks_A6.UBBarracks_A6
  25549.       AnimationMode   = MANUAL
  25550.       Flags           = START_FRAME_LAST
  25551.       TransitionKey   = UP_DAY
  25552.       ParticleSysBone = Dust01 BuildingDust
  25553.       ParticleSysBone = Smoke01 BuildUpSmoke
  25554.       ParticleSysBone = Smoke02 BuildUpSmoke
  25555.       ParticleSysBone = Smoke03 BuildUpSmoke
  25556.       ParticleSysBone = Smoke04 BuildUpSmoke
  25557.       ParticleSysBone = Smoke05 BuildUpSmoke
  25558.       ParticleSysBone = Smoke06 BuildUpSmoke
  25559.     End
  25560.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  25561.       Model           = UBBarracks_A6N
  25562.       Animation       = UBBarracks_A6N.UBBarracks_A6N
  25563.       AnimationMode   = MANUAL
  25564.       Flags           = START_FRAME_LAST
  25565.       TransitionKey   = UP_NIGHT
  25566.       ParticleSysBone = Dust01 BuildingDust
  25567.       ParticleSysBone = Smoke01 BuildUpSmoke
  25568.       ParticleSysBone = Smoke02 BuildUpSmoke
  25569.       ParticleSysBone = Smoke03 BuildUpSmoke
  25570.       ParticleSysBone = Smoke04 BuildUpSmoke
  25571.       ParticleSysBone = Smoke05 BuildUpSmoke
  25572.       ParticleSysBone = Smoke06 BuildUpSmoke
  25573.     End
  25574.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  25575.       Model           = UBBarracks_A6S
  25576.       Animation       = UBBarracks_A6S.UBBarracks_A6S
  25577.       AnimationMode   = MANUAL
  25578.       Flags           = START_FRAME_LAST
  25579.       TransitionKey   = UP_SNOW
  25580.       ParticleSysBone = Dust01 BuildingSnowDust
  25581.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  25582.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  25583.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  25584.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  25585.       ParticleSysBone = Smoke05 BuildUpSnowSmoke
  25586.       ParticleSysBone = Smoke06 BuildUpSnowSmoke
  25587.     End
  25588.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  25589.       Model           = UBBarracks_A6SN
  25590.       Animation       = UBBarracks_A6SN.UBBarracks_A6SN
  25591.       AnimationMode   = MANUAL
  25592.       Flags           = START_FRAME_LAST
  25593.       TransitionKey   = UP_SNOWNIGHT
  25594.       ParticleSysBone = Dust01 BuildingNightSnowDust
  25595.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  25596.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  25597.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  25598.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  25599.       ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
  25600.       ParticleSysBone = Smoke06 BuildUpNightSnowSmoke
  25601.     End
  25602.     TransitionState   = DOWN_DEFAULT UP_DAY
  25603.      Model            = UBBarracks_A6
  25604.       Animation       = UBBarracks_A6.UBBarracks_A6
  25605.       AnimationMode   = ONCE
  25606.       AnimationSpeedFactorRange = 1.0 1.0
  25607.       Flags           = START_FRAME_FIRST
  25608.     End
  25609.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  25610.      Model            = UBBarracks_A6N
  25611.       Animation       = UBBarracks_A6N.UBBarracks_A6N
  25612.       AnimationMode   = ONCE
  25613.       AnimationSpeedFactorRange = 1.0 1.0
  25614.       Flags           = START_FRAME_FIRST
  25615.     End
  25616.     TransitionState   = DOWN_DEFAULT UP_SNOW
  25617.      Model            = UBBarracks_A6S
  25618.       Animation       = UBBarracks_A6S.UBBarracks_A6S
  25619.       AnimationMode   = ONCE
  25620.       AnimationSpeedFactorRange = 1.0 1.0
  25621.       Flags           = START_FRAME_FIRST
  25622.     End
  25623.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  25624.      Model            = UBBarracks_A6SN
  25625.       Animation       = UBBarracks_A6SN.UBBarracks_A6SN
  25626.       AnimationMode   = ONCE
  25627.       AnimationSpeedFactorRange = 1.0 1.0
  25628.       Flags           = START_FRAME_FIRST
  25629.     End
  25630.     TransitionState   = UP_DAY DOWN_DEFAULT
  25631.       Model           = UBBarracks_A6
  25632.       Animation       = UBBarracks_A6.UBBarracks_A6
  25633.       AnimationMode   = ONCE_BACKWARDS
  25634.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25635.       Flags           = START_FRAME_LAST
  25636.     End
  25637.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  25638.       Model           = UBBarracks_A6N
  25639.       Animation       = UBBarracks_A6N.UBBarracks_A6N
  25640.       AnimationMode   = ONCE_BACKWARDS
  25641.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25642.       Flags           = START_FRAME_LAST
  25643.     End
  25644.     TransitionState   = UP_SNOW DOWN_DEFAULT
  25645.       Model           = UBBarracks_A6S
  25646.       Animation       = UBBarracks_A6S.UBBarracks_A6S
  25647.       AnimationMode   = ONCE_BACKWARDS
  25648.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25649.       Flags           = START_FRAME_LAST
  25650.     End
  25651.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  25652.       Model           = UBBarracks_A6SN
  25653.       Animation       = UBBarracks_A6SN.UBBarracks_A6SN
  25654.       AnimationMode   = ONCE_BACKWARDS
  25655.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  25656.       Flags           = START_FRAME_LAST
  25657.     End
  25658.   End
  25659.  
  25660.   PlacementViewAngle = -135
  25661.  
  25662.   ; ***DESIGN parameters ***
  25663.   DisplayName      = OBJECT:Barracks
  25664.   Side             = GLA
  25665.   EditorSorting    = STRUCTURE
  25666.   BuildCost        = 500
  25667.   BuildTime        = 10.0           ; in seconds
  25668.   EnergyProduction = 0
  25669.   CommandSet       = GLABarracksCommandSet
  25670.   VisionRange      = 200.0           ; Shroud clearing distance
  25671.   ShroudClearingRange = 200
  25672.   ArmorSet
  25673.     Conditions      = None
  25674.     Armor           = StructureArmor
  25675.     DamageFX        = StructureDamageFXNoShake
  25676.   End
  25677.   ExperienceValue     = 100 100 100 100  ; Experience point value at each level
  25678.  
  25679.   Prerequisites
  25680. ;    Object = GLASupplyStash
  25681.   End
  25682.  
  25683.  
  25684.   ; *** AUDIO Parameters ***
  25685.   VoiceSelect = BarracksGLASelect
  25686.   SoundDie              = BuildingDie
  25687.   SoundOnDamaged        = BuildingDamagedStateLight
  25688.   SoundOnReallyDamaged  = BuildingDestroy
  25689.  
  25690.   UnitSpecificSounds
  25691.     UnderConstruction     = UnderConstructionLoop
  25692.   End
  25693.  
  25694.   ; *** ENGINEERING Parameters ***
  25695.   RadarPriority   = STRUCTURE
  25696.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE 
  25697.   Body            = StructureBody ModuleTag_04
  25698.     MaxHealth     = 500.0
  25699.     InitialHealth = 500.0
  25700.   End
  25701.   Behavior = HealContain ModuleTag_05
  25702.     ContainMax          = 10 ;way bigger than the # of objects we can have  
  25703.     TimeForFullHeal     = 2000   ;(in milliseconds)
  25704.     AllowInsideKindOf   = INFANTRY
  25705.     AllowAlliesInside   = Yes
  25706.     AllowNeutralInside  = No
  25707.     AllowEnemiesInside  = No
  25708.   End
  25709.  
  25710.   Behavior = CommandSetUpgrade ModuleTag_99
  25711.     CommandSet = GLABarracksCommandSetUpgraded
  25712.     TriggeredBy   = Upgrade_GLAStinger
  25713.   End
  25714.  
  25715.     Behavior = ObjectCreationUpgrade ModuleTag_97
  25716.         UpgradeObject = OCL_TentUpgrade
  25717.         TriggeredBy = Upgrade_GLATent
  25718.     End
  25719.  
  25720.   Behavior        = RebuildHoleExposeDie ModuleTag_06
  25721.     HoleName      = GLAHoleBarracks
  25722.     HoleMaxHealth = 500.0
  25723.   End
  25724.   Behavior = DestroyDie ModuleTag_07
  25725.     ;nothing
  25726.   End
  25727.   Behavior        = CreateObjectDie ModuleTag_08
  25728.     CreationList  = OCL_LargeStructureDebris
  25729.   End
  25730.   Behavior        = FXListDie ModuleTag_09
  25731.     DeathFX       = FX_StructureSmallDeath
  25732.   End
  25733.   Behavior = ProductionUpdate ModuleTag_10
  25734.     ; nothing
  25735.   End
  25736.   Behavior = DefaultProductionExitUpdate ModuleTag_11
  25737.     UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
  25738.     NaturalRallyPoint = X: 42.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  25739.   End
  25740.  
  25741.   Behavior = FlammableUpdate ModuleTag_13
  25742.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  25743.     AflameDamageAmount = 5       ; taking this much damage...
  25744.     AflameDamageDelay = 500       ; this often.
  25745.   End
  25746.  
  25747.   Behavior = TransitionDamageFX ModuleTag_16
  25748.     ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS-------------------
  25749.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  25750.     ;---------------------------------------------------------------------------------------
  25751.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  25752.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  25753.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  25754.   End
  25755.  
  25756.   Geometry            = BOX
  25757.   GeometryMajorRadius = 42.0
  25758.   GeometryMinorRadius = 52.0
  25759.   GeometryHeight      = 20.0
  25760.   GeometryIsSmall     = No
  25761.   FactoryExitWidth    = 25 
  25762.   Shadow          = SHADOW_VOLUME
  25763.   BuildCompletion = PLACED_BY_PLAYER
  25764.  
  25765. End
  25766.  
  25767. ;------------------------------------------------------------------------------
  25768. Object GLAPalace
  25769.  
  25770.   ; *** ART Parameters ***
  25771.   SelectPortrait         = SUPalace_L
  25772.   ButtonImage            = SUPalace
  25773.   Draw                     = W3DModelDraw ModuleTag_01
  25774.     OkToChangeModelColor   = Yes
  25775.     
  25776.     
  25777.     ; day  
  25778.     ConditionState         = NONE
  25779.       Model                = UBPalace
  25780.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25781.       Animation            = UBPalace.UBPalace
  25782.       AnimationMode        = LOOP
  25783.     End
  25784.     ConditionState         = DAMAGED
  25785.       Model                = UBPalace_D
  25786.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25787.       Animation            = UBPalace_D.UBPalace_D
  25788.       AnimationMode        = LOOP
  25789.     End
  25790.     ConditionState         = REALLYDAMAGED RUBBLE
  25791.       Model                = UBPalace_E
  25792.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25793.     End
  25794.     
  25795.     
  25796.     ConditionState         = GARRISONED
  25797.       Model                = UBPalace_G
  25798.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25799.       Animation            = UBPalace_G.UBPalace_G
  25800.       AnimationMode        = LOOP
  25801.     End
  25802.     ConditionState         = DAMAGED GARRISONED
  25803.       Model                = UBPalace_DG
  25804.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25805.       Animation            = UBPalace_DG.UBPalace_DG
  25806.       AnimationMode        = LOOP
  25807.     End
  25808.     ConditionState         = REALLYDAMAGED GARRISONED
  25809.       Model                = UBPalace_EG
  25810.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25811.       Animation            = UBPalace_EG.UBPalace_EG
  25812.       AnimationMode        = LOOP
  25813.     End
  25814.  
  25815.  
  25816.     ; day snow
  25817.     ConditionState         = SNOW
  25818.       Model                = UBPalace_S
  25819.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25820.       Animation            = UBPalace_S.UBPalace_S
  25821.       AnimationMode        = LOOP
  25822.     End
  25823.     ConditionState         = DAMAGED SNOW
  25824.       Model                = UBPalace_DS
  25825.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25826.       Animation            = UBPalace_DS.UBPalace_DS
  25827.       AnimationMode        = LOOP
  25828.     End
  25829.     ConditionState         = REALLYDAMAGED RUBBLE SNOW
  25830.       Model                = UBPalace_ES
  25831.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25832.     End
  25833.     
  25834.     
  25835.     ConditionState         = GARRISONED SNOW
  25836.       Model                = UBPalace_SG
  25837.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25838.       Animation            = UBPalace_SG.UBPalace_SG
  25839.       AnimationMode        = LOOP
  25840.     End
  25841.     ConditionState         = DAMAGED GARRISONED SNOW
  25842.       Model                = UBPalace_DSG
  25843.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25844.       Animation            = UBPalace_DSG.UBPalace_DSG
  25845.       AnimationMode        = LOOP
  25846.     End
  25847.     ConditionState         = REALLYDAMAGED GARRISONED SNOW
  25848.       Model                = UBPalace_ESG
  25849.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25850.       ;Animation            = UBPalace_ESG.UBPalace_ESG
  25851.       ;AnimationMode        = LOOP
  25852.     End
  25853.  
  25854.  
  25855.  
  25856.     ; night  
  25857.     ConditionState         = NIGHT
  25858.       Model                = UBPalace
  25859.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25860.       Animation            = UBPalace.UBPalace
  25861.       AnimationMode        = LOOP
  25862.     End
  25863.     ConditionState         = DAMAGED NIGHT
  25864.       Model                = UBPalace_D
  25865.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25866.       Animation            = UBPalace_D.UBPalace_D
  25867.       AnimationMode        = LOOP
  25868.     End
  25869.     ConditionState         = REALLYDAMAGED RUBBLE NIGHT
  25870.       Model                = UBPalace_E
  25871.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25872.     End
  25873.     
  25874.     
  25875.     ConditionState         = GARRISONED NIGHT
  25876.       Model                = UBPalace_G
  25877.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25878.       Animation            = UBPalace_G.UBPalace_G
  25879.       AnimationMode        = LOOP
  25880.     End
  25881.     ConditionState         = DAMAGED GARRISONED NIGHT
  25882.       Model                = UBPalace_DG
  25883.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25884.       Animation            = UBPalace_DG.UBPalace_DG
  25885.       AnimationMode        = LOOP
  25886.     End
  25887.     ConditionState         = REALLYDAMAGED GARRISONED NIGHT
  25888.       Model                = UBPalace_EG
  25889.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25890.       Animation            = UBPalace_EG.UBPalace_EG
  25891.       AnimationMode        = LOOP
  25892.     End
  25893.  
  25894.  
  25895.     ; night snow
  25896.     ConditionState         = SNOW NIGHT
  25897.       Model                = UBPalace_NS
  25898.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25899.       Animation            = UBPalace_NS.UBPalace_NS
  25900.       AnimationMode        = LOOP
  25901.     End
  25902.     ConditionState         = DAMAGED SNOW NIGHT
  25903.       Model                = UBPalace_DNS
  25904.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25905.       Animation            = UBPalace_DNS.UBPalace_DNS
  25906.       AnimationMode        = LOOP
  25907.     End
  25908.     ConditionState         = REALLYDAMAGED RUBBLE SNOW NIGHT
  25909.       Model                = UBPalace_ENS
  25910.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25911.     End
  25912.     
  25913.     
  25914.     ConditionState         = GARRISONED SNOW NIGHT
  25915.       Model                = UBPalace_GNS
  25916.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25917.       Animation            = UBPalace_GNS.UBPalace_GNS
  25918.       AnimationMode        = LOOP
  25919.     End
  25920.     ConditionState         = DAMAGED GARRISONED SNOW NIGHT
  25921.       Model                = UBPalace_DGNS
  25922.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25923.       Animation            = UBPalace_DGNS.UBPalace_DGNS
  25924.       AnimationMode        = LOOP
  25925.     End
  25926.     ConditionState         = REALLYDAMAGED GARRISONED SNOW NIGHT
  25927.       Model                = UBPalace_ENSG
  25928.       ParticleSysBone      = Smoke01 SmolderingSmoke
  25929.       Animation            = UBPalace_ENSG.UBPalace_ENSG
  25930.       AnimationMode        = LOOP
  25931.     End
  25932.     
  25933.     ;**************************************************************************************************************************
  25934.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  25935.     ;for this draw module
  25936.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  25937.       Model              = UBPalace
  25938.       Animation          = UBPalace.UBPalace
  25939.       AnimationMode      = LOOP
  25940.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25941.     End
  25942.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  25943.       Model              = UBPalace_D
  25944.       Animation          = UBPalace_D.UBPalace_D
  25945.       AnimationMode      = LOOP
  25946.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25947.     End
  25948.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  25949.       Model              = UBPalace_E
  25950.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25951.     End
  25952.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  25953.       Model              = UBPalace_N
  25954.       Animation          = UBPalace_N.UBPalace_N
  25955.       AnimationMode      = LOOP
  25956.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25957.     End
  25958.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  25959.       Model              = UBPalace_DN
  25960.       Animation          = UBPalace_DN.UBPalace_DN
  25961.       AnimationMode      = LOOP
  25962.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25963.     End
  25964.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  25965.       Model              = UBPalace_EN
  25966.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25967.     End
  25968.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  25969.       Model              = UBPalace_S
  25970.       Animation          = UBPalace_S.UBPalace_S
  25971.       AnimationMode      = LOOP
  25972.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25973.     End
  25974.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  25975.       Model              = UBPalace_DS
  25976.       Animation          = UBPalace_DS.UBPalace_DS
  25977.       AnimationMode      = LOOP
  25978.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25979.     End
  25980.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  25981.       Model              = UBPalace_ES
  25982.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25983.     End
  25984.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  25985.       Model              = UBPalace_NS
  25986.       Animation          = UBPalace_NS.UBPalace_NS
  25987.       AnimationMode      = LOOP
  25988.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25989.     End
  25990.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  25991.       Model              = UBPalace_DNS
  25992.       Animation          = UBPalace_DNS.UBPalace_DNS
  25993.       AnimationMode      = LOOP
  25994.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25995.     End
  25996.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  25997.       Model              = UBPalace_ENS
  25998.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  25999.     End
  26000.  
  26001.     ConditionState       = AWAITING_CONSTRUCTION 
  26002.       Model              = NONE
  26003.     End
  26004.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  26005.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  26006.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  26007.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  26008.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  26009.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  26010.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  26011.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  26012.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  26013.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  26014.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  26015.     AliasConditionState  = SOLD 
  26016.     AliasConditionState  = SOLD DAMAGED
  26017.     AliasConditionState  = SOLD REALLYDAMAGED
  26018.     AliasConditionState  = SOLD NIGHT
  26019.     AliasConditionState  = SOLD NIGHT DAMAGED
  26020.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  26021.     AliasConditionState  = SOLD SNOW
  26022.     AliasConditionState  = SOLD SNOW DAMAGED
  26023.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  26024.     AliasConditionState  = SOLD NIGHT SNOW
  26025.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  26026.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  26027.     ;**************************************************************************************************************************
  26028.  
  26029.   End
  26030.   PlacementViewAngle = -45
  26031.  
  26032.   ; ------------ construction-zone fence -----------------
  26033.   Draw = W3DModelDraw ModuleTag_02
  26034.   AnimationsRequirePower = No
  26035.     DefaultConditionState
  26036.       Model           = None
  26037.       TransitionKey   = DOWN_DEFAULT
  26038.     End
  26039.     ConditionState    = NIGHT
  26040.       Model           = None
  26041.       TransitionKey   = DOWN_DEFAULT
  26042.     End
  26043.     ConditionState    = SNOW
  26044.       Model           = None
  26045.       TransitionKey   = DOWN_DEFAULT
  26046.     End
  26047.     ConditionState    = SNOW NIGHT
  26048.       Model           = None
  26049.       TransitionKey   = DOWN_DEFAULT
  26050.     End
  26051.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  26052.       Model           = UBPalace_A4
  26053.       Animation       = UBPalace_A4.UBPalace_A4
  26054.       AnimationMode   = MANUAL
  26055.       Flags           = START_FRAME_LAST
  26056.       TransitionKey   = UP_DAY
  26057.     End
  26058.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  26059.       Model           = UBPalace_A4N
  26060.       Animation       = UBPalace_A4N.UBPalace_A4N
  26061.       AnimationMode   = MANUAL
  26062.       Flags           = START_FRAME_LAST
  26063.       TransitionKey   = UP_NIGHT
  26064.     End
  26065.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  26066.       Model           = UBPalace_A4S
  26067.       Animation       = UBPalace_A4S.UBPalace_A4S
  26068.       AnimationMode   = MANUAL
  26069.       Flags           = START_FRAME_LAST
  26070.       TransitionKey   = UP_SNOW
  26071.     End
  26072.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  26073.       Model           = UBPalace_A4SN
  26074.       Animation       = UBPalace_A4SN.UBPalace_A4SN
  26075.       AnimationMode   = MANUAL
  26076.       Flags           = START_FRAME_LAST
  26077.       TransitionKey   = UP_SNOWNIGHT
  26078.     End
  26079.     TransitionState   = DOWN_DEFAULT UP_DAY
  26080.       Model           = UBPalace_A4
  26081.       Animation       = UBPalace_A4.UBPalace_A4
  26082.       AnimationMode   = ONCE
  26083.       AnimationSpeedFactorRange = 1.0 1.0
  26084.       Flags           = START_FRAME_FIRST
  26085.     End
  26086.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  26087.       Model           = UBPalace_A4N
  26088.       Animation       = UBPalace_A4N.UBPalace_A4N
  26089.       AnimationMode   = ONCE
  26090.       AnimationSpeedFactorRange = 1.0 1.0
  26091.       Flags           = START_FRAME_FIRST
  26092.     End
  26093.     TransitionState   = DOWN_DEFAULT UP_SNOW
  26094.       Model           = UBPalace_A4S
  26095.       Animation       = UBPalace_A4S.UBPalace_A4S
  26096.       AnimationMode   = ONCE
  26097.       AnimationSpeedFactorRange = 1.0 1.0
  26098.       Flags           = START_FRAME_FIRST
  26099.     End
  26100.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  26101.       Model           = UBPalace_A4SN
  26102.       Animation       = UBPalace_A4SN.UBPalace_A4SN
  26103.       AnimationMode   = ONCE
  26104.       AnimationSpeedFactorRange = 1.0 1.0
  26105.       Flags           = START_FRAME_FIRST
  26106.     End
  26107.     TransitionState   = UP_DAY DOWN_DEFAULT
  26108.       Model           = UBPalace_A4
  26109.       Animation       = UBPalace_A4.UBPalace_A4
  26110.       AnimationMode   = ONCE_BACKWARDS
  26111.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26112.       Flags           = START_FRAME_LAST
  26113.     End
  26114.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  26115.       Model           = UBPalace_A4N
  26116.       Animation       = UBPalace_A4N.UBPalace_A4N
  26117.       AnimationMode   = ONCE_BACKWARDS
  26118.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26119.       Flags           = START_FRAME_LAST
  26120.     End
  26121.     TransitionState   = UP_SNOW DOWN_DEFAULT
  26122.       Model           = UBPalace_A4S
  26123.       Animation       = UBPalace_A4S.UBPalace_A4S
  26124.       AnimationMode   = ONCE_BACKWARDS
  26125.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26126.       Flags           = START_FRAME_LAST
  26127.     End
  26128.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  26129.       Model           = UBPalace_A4SN
  26130.       Animation       = UBPalace_A4SN.UBPalace_A4SN
  26131.       AnimationMode   = ONCE_BACKWARDS
  26132.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26133.       Flags           = START_FRAME_LAST
  26134.     End
  26135.   End
  26136.  
  26137.   ; ------------ under-construction scaffolding -----------------
  26138.   Draw = W3DModelDraw ModuleTag_03
  26139.   AnimationsRequirePower = No
  26140.     MinLODRequired = MEDIUM
  26141.     DefaultConditionState
  26142.       Model           = None
  26143.       TransitionKey   = DOWN_DEFAULT
  26144.     End
  26145.     ConditionState    = NIGHT
  26146.       Model           = None
  26147.       TransitionKey   = DOWN_DEFAULT
  26148.     End
  26149.     ConditionState    = SNOW
  26150.       Model           = None
  26151.       TransitionKey   = DOWN_DEFAULT
  26152.     End
  26153.     ConditionState    = SNOW NIGHT
  26154.       Model           = None
  26155.       TransitionKey   = DOWN_DEFAULT
  26156.     End
  26157.     ConditionState    = PARTIALLY_CONSTRUCTED
  26158.       Model           = UBPalace_A6
  26159.       Animation       = UBPalace_A6.UBPalace_A6
  26160.       AnimationMode   = MANUAL
  26161.       Flags           = START_FRAME_LAST
  26162.       TransitionKey   = UP_DAY
  26163.       ParticleSysBone = Dust01 BuildingDust
  26164.       ParticleSysBone = Smoke01 BuildUpSmoke
  26165.       ParticleSysBone = Smoke02 BuildUpSmoke
  26166.       ParticleSysBone = Smoke03 BuildUpSmoke
  26167.       ParticleSysBone = Smoke04 BuildUpSmoke
  26168.       ParticleSysBone = Smoke05 BuildUpSmoke
  26169.     End
  26170.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  26171.       Model           = UBPalace_A6N
  26172.       Animation       = UBPalace_A6N.UBPalace_A6N
  26173.       AnimationMode   = MANUAL
  26174.       Flags           = START_FRAME_LAST
  26175.       TransitionKey   = UP_NIGHT
  26176.       ParticleSysBone = Dust01 BuildingDust
  26177.       ParticleSysBone = Smoke01 BuildUpSmoke
  26178.       ParticleSysBone = Smoke02 BuildUpSmoke
  26179.       ParticleSysBone = Smoke03 BuildUpSmoke
  26180.       ParticleSysBone = Smoke04 BuildUpSmoke
  26181.       ParticleSysBone = Smoke05 BuildUpSmoke
  26182.     End
  26183.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  26184.       Model           = UBPalace_A6S
  26185.       Animation       = UBPalace_A6S.UBPalace_A6S
  26186.       AnimationMode   = MANUAL
  26187.       Flags           = START_FRAME_LAST
  26188.       TransitionKey   = UP_SNOW
  26189.       ParticleSysBone = Dust01 BuildingSnowDust
  26190.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  26191.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  26192.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  26193.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  26194.       ParticleSysBone = Smoke05 BuildUpSnowSmoke
  26195.     End
  26196.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  26197.       Model           = UBPalace_A6SN
  26198.       Animation       = UBPalace_A6SN.UBPalace_A6SN
  26199.       AnimationMode   = MANUAL
  26200.       Flags           = START_FRAME_LAST
  26201.       TransitionKey   = UP_SNOWNIGHT
  26202.       ParticleSysBone = Dust01 BuildingNightSnowDust
  26203.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  26204.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  26205.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  26206.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  26207.       ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
  26208.     End
  26209.     TransitionState   = DOWN_DEFAULT UP_DAY
  26210.      Model            = UBPalace_A6
  26211.       Animation       = UBPalace_A6.UBPalace_A6
  26212.       AnimationMode   = ONCE
  26213.       AnimationSpeedFactorRange = 1.0 1.0
  26214.       Flags           = START_FRAME_FIRST
  26215.     End
  26216.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  26217.      Model            = UBPalace_A6N
  26218.       Animation       = UBPalace_A6N.UBPalace_A6N
  26219.       AnimationMode   = ONCE
  26220.       AnimationSpeedFactorRange = 1.0 1.0
  26221.       Flags           = START_FRAME_FIRST
  26222.     End
  26223.     TransitionState   = DOWN_DEFAULT UP_SNOW
  26224.      Model            = UBPalace_A6S
  26225.       Animation       = UBPalace_A6S.UBPalace_A6S
  26226.       AnimationMode   = ONCE
  26227.       AnimationSpeedFactorRange = 1.0 1.0
  26228.       Flags           = START_FRAME_FIRST
  26229.     End
  26230.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  26231.      Model            = UBPalace_A6SN
  26232.       Animation       = UBPalace_A6SN.UBPalace_A6SN
  26233.       AnimationMode   = ONCE
  26234.       AnimationSpeedFactorRange = 1.0 1.0
  26235.       Flags           = START_FRAME_FIRST
  26236.     End
  26237.     TransitionState   = UP_DAY DOWN_DEFAULT
  26238.       Model           = UBPalace_A6
  26239.       Animation       = UBPalace_A6.UBPalace_A6
  26240.       AnimationMode   = ONCE_BACKWARDS
  26241.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26242.       Flags           = START_FRAME_LAST
  26243.     End
  26244.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  26245.       Model           = UBPalace_A6N
  26246.       Animation       = UBPalace_A6N.UBPalace_A6N
  26247.       AnimationMode   = ONCE_BACKWARDS
  26248.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26249.       Flags           = START_FRAME_LAST
  26250.     End
  26251.     TransitionState   = UP_SNOW DOWN_DEFAULT
  26252.       Model           = UBPalace_A6S
  26253.       Animation       = UBPalace_A6S.UBPalace_A6S
  26254.       AnimationMode   = ONCE_BACKWARDS
  26255.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26256.       Flags           = START_FRAME_LAST
  26257.     End
  26258.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  26259.       Model           = UBPalace_A6SN
  26260.       Animation       = UBPalace_A6SN.UBPalace_A6SN
  26261.       AnimationMode   = ONCE_BACKWARDS
  26262.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26263.       Flags           = START_FRAME_LAST
  26264.     End
  26265.   End
  26266.   
  26267. ; ***DESIGN parameters ***
  26268.   DisplayName      = OBJECT:Palace
  26269.   Side = GLA
  26270.   EditorSorting    = STRUCTURE
  26271.   Prerequisites
  26272.     Object = GLAArmsDealer
  26273.   End
  26274.   BuildCost        = 2500
  26275.   BuildTime        = 45.0           ; in seconds
  26276.   EnergyProduction = 0
  26277.   VisionRange     = 300.0           ; Shroud clearing distance
  26278.   ShroudClearingRange = 300
  26279.   ArmorSet
  26280.     Conditions      = None
  26281.     Armor           = StructureArmor
  26282.     DamageFX        = StructureDamageFXNoShake
  26283.   End
  26284.   CommandSet = GLAPalaceCommandSet
  26285.   ExperienceValue     = 300 300 300 300  ; Experience point value at each level
  26286.  
  26287.   ; *** AUDIO Parameters ***
  26288.   VoiceSelect = PalaceSelect
  26289.   SoundDie              = BuildingDie
  26290.   SoundOnDamaged        = BuildingDamagedStateLight
  26291.   SoundOnReallyDamaged  = BuildingDestroy
  26292.  
  26293.   UnitSpecificSounds
  26294.     UnderConstruction     = UnderConstructionLoop
  26295.   End
  26296.  
  26297.   ; *** ENGINEERING Parameters ***
  26298.   RadarPriority   = STRUCTURE
  26299.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE
  26300.   Body            = StructureBody ModuleTag_04
  26301.     MaxHealth       = 3000.0
  26302.     InitialHealth   = 3000.0
  26303.   End
  26304.  
  26305.   Behavior = ProductionUpdate ModuleTag_05
  26306.     ; nothing
  26307.   End
  26308.  
  26309.   Behavior             = CreateObjectDie ModuleTag_08
  26310.     CreationList  = OCL_SmallStructureDebris
  26311.   End
  26312.   Behavior             = FXListDie ModuleTag_09
  26313.     DeathFX       = FX_StructureMediumDeath
  26314.   End
  26315.  
  26316.   Behavior = GarrisonContain ModuleTag_10
  26317.     ContainMax                    = 5
  26318.     EnterSound                    = GarrisonEnter
  26319.     ExitSound                     = GarrisonExit
  26320.     ImmuneToClearBuildingAttacks  = Yes
  26321.   End
  26322.  
  26323.   Behavior = FlammableUpdate ModuleTag_11
  26324.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  26325.     AflameDamageAmount = 5       ; taking this much damage...
  26326.     AflameDamageDelay = 500       ; this often.
  26327.   End
  26328.  
  26329.   Behavior             = RebuildHoleExposeDie ModuleTag_06
  26330.     HoleName      = GLAHolePalace
  26331.     HoleMaxHealth = 500.0
  26332.   End
  26333.   Behavior = DestroyDie ModuleTag_07
  26334.     ;nothing
  26335.   End
  26336.  
  26337.   Behavior           = OCLSpecialPower ModuleTag_99
  26338.     SpecialPowerTemplate = SuperweaponSandStorm
  26339.     OCL                  = OCL_SandStorm
  26340.     CreateLocation       = CREATE_AT_LOCATION
  26341.   End
  26342.  
  26343.   Behavior = TransitionDamageFX ModuleTag_12
  26344.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  26345.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  26346.     ;---------------------------------------------------------------------------------------
  26347.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  26348.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  26349.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  26350.   End
  26351.  
  26352.   Geometry            = BOX
  26353.   GeometryMajorRadius = 43.0
  26354.   GeometryMinorRadius = 58.0
  26355.   GeometryHeight      = 30.0
  26356.   GeometryIsSmall     = No
  26357.   Shadow          = SHADOW_VOLUME
  26358.   BuildCompletion = PLACED_BY_PLAYER
  26359.  
  26360. End
  26361.  
  26362. ;------------------------------------------------------------------------------
  26363.  
  26364. Object AmericaStrategyCenter
  26365.  
  26366.   ; *** ART Parameters ***
  26367.   SelectPortrait         = SAStrategyCenter_L
  26368.   ButtonImage            = SAStrategyCenter
  26369.   Draw = W3DModelDraw ModuleTag_01
  26370.     OkToChangeModelColor = Yes
  26371.  
  26372.     ; day ***************************************************
  26373.     ConditionState = NONE
  26374.       Model              = ABStrategy
  26375.       Animation          = ABStrategy.ABStrategy
  26376.       AnimationMode      = LOOP
  26377.     End
  26378.     ConditionState = DAMAGED
  26379.       Model              = ABStrategy_D
  26380.       Animation          = ABStrategy_D.ABStrategy_D
  26381.       AnimationMode      = LOOP
  26382.     End
  26383.     ConditionState = REALLYDAMAGED RUBBLE
  26384.       Model              = ABStrategy_E
  26385.       Animation          = ABStrategy_E.ABStrategy_E
  26386.       AnimationMode      = LOOP
  26387.     End
  26388.        
  26389.     ; SNOW ***************************************************
  26390.     ConditionState = SNOW
  26391.       Model              = ABStrategy_S
  26392.       Animation          = ABStrategy_S.ABStrategy_S
  26393.       AnimationMode      = LOOP
  26394.     End
  26395.     ConditionState = DAMAGED SNOW
  26396.       Model              = ABStrategy_DS
  26397.       Animation          = ABStrategy_DS.ABStrategy_DS
  26398.       AnimationMode      = LOOP
  26399.     End
  26400.     ConditionState = REALLYDAMAGED RUBBLE SNOW
  26401.       Model              = ABStrategy_ES
  26402.       Animation          = ABStrategy_ES.ABStrategy_ES
  26403.       AnimationMode      = LOOP
  26404.     End
  26405.     
  26406.     ; night **************************************************
  26407.     ConditionState = NIGHT
  26408.       Model              = ABStrategy_N
  26409.       Animation          = ABStrategy_N.ABStrategy_N
  26410.       AnimationMode      = ONCE_BACKWARDS
  26411.       Flags              = START_FRAME_FIRST
  26412.     End
  26413.     ConditionState = NIGHT DAMAGED
  26414.       Model              = ABStrategy_DN
  26415.       Animation          = ABStrategy_DN.ABStrategy_DN
  26416.       AnimationMode      = LOOP
  26417.     End
  26418.     ConditionState = NIGHT REALLYDAMAGED RUBBLE
  26419.       Model              = ABStrategy_EN
  26420.       Animation          = ABStrategy_EN.ABStrategy_EN
  26421.       AnimationMode      = LOOP
  26422.     End
  26423.     
  26424.     ; night Snow**************************************************
  26425.     ConditionState = NIGHT SNOW
  26426.       Model              = ABStrategy_NS
  26427.       Animation          = ABStrategy_NS.ABStrategy_NS
  26428.       AnimationMode      = ONCE_BACKWARDS
  26429.       Flags              = START_FRAME_FIRST
  26430.     End
  26431.     ConditionState = NIGHT DAMAGED SNOW
  26432.       Model              = ABStrategy_DNS
  26433.       Animation          = ABStrategy_DNS.ABStrategy_DNS
  26434.       AnimationMode      = LOOP
  26435.     End
  26436.     ConditionState = NIGHT REALLYDAMAGED RUBBLE SNOW
  26437.       Model              = ABStrategy_ENS
  26438.       Animation          = ABStrategy_ENS.ABStrategy_ENS
  26439.       AnimationMode      = LOOP
  26440.     End
  26441.  
  26442.     ;**************************************************************************************************************************
  26443.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  26444.     ;for this draw module
  26445.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  26446.       Model              = ABStrategy
  26447.       Animation          = ABStrategy.ABStrategy
  26448.       AnimationMode      = LOOP
  26449.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26450.     End
  26451.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  26452.       Model              = ABStrategy_D
  26453.       Animation          = ABStrategy_D.ABStrategy_D
  26454.       AnimationMode      = LOOP
  26455.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26456.     End
  26457.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  26458.       Model              = ABStrategy_E
  26459.       Animation          = ABStrategy_E.ABStrategy_E
  26460.       AnimationMode      = LOOP
  26461.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26462.     End
  26463.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  26464.       Model              = ABStrategy_N
  26465.       Animation          = ABStrategy_N.ABStrategy_N
  26466.       AnimationMode      = LOOP
  26467.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26468.     End
  26469.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  26470.       Model              = ABStrategy_DN
  26471.       Animation          = ABStrategy_DN.ABStrategy_DN
  26472.       AnimationMode      = LOOP
  26473.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26474.     End
  26475.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  26476.       Model              = ABStrategy_EN
  26477.       Animation          = ABStrategy_EN.ABStrategy_EN
  26478.       AnimationMode      = LOOP
  26479.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26480.     End
  26481.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  26482.       Model              = ABStrategy_S
  26483.       Animation          = ABStrategy_S.ABStrategy_S
  26484.       AnimationMode      = LOOP
  26485.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26486.     End
  26487.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  26488.       Model              = ABStrategy_DS
  26489.       Animation          = ABStrategy_DS.ABStrategy_DS
  26490.       AnimationMode      = LOOP
  26491.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26492.     End
  26493.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  26494.       Model              = ABStrategy_ES
  26495.       Animation          = ABStrategy_ES.ABStrategy_ES
  26496.       AnimationMode      = LOOP
  26497.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26498.     End
  26499.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  26500.       Model              = ABStrategy_NS
  26501.       Animation          = ABStrategy_NS.ABStrategy_NS
  26502.       AnimationMode      = LOOP
  26503.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26504.     End
  26505.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  26506.       Model              = ABStrategy_DNS
  26507.       Animation          = ABStrategy_DNS.ABStrategy_DNS
  26508.       AnimationMode      = LOOP
  26509.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26510.     End
  26511.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  26512.       Model              = ABStrategy_ENS
  26513.       Animation          = ABStrategy_ENS.ABStrategy_ENS
  26514.       AnimationMode      = LOOP
  26515.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26516.     End
  26517.  
  26518.     ConditionState       = AWAITING_CONSTRUCTION 
  26519.       Model              = NONE
  26520.     End
  26521.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  26522.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  26523.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  26524.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  26525.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  26526.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  26527.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  26528.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  26529.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  26530.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  26531.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  26532.     AliasConditionState  = SOLD 
  26533.     AliasConditionState  = SOLD DAMAGED
  26534.     AliasConditionState  = SOLD REALLYDAMAGED
  26535.     AliasConditionState  = SOLD NIGHT
  26536.     AliasConditionState  = SOLD NIGHT DAMAGED
  26537.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  26538.     AliasConditionState  = SOLD SNOW
  26539.     AliasConditionState  = SOLD SNOW DAMAGED
  26540.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  26541.     AliasConditionState  = SOLD NIGHT SNOW
  26542.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  26543.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  26544.     ;**************************************************************************************************************************
  26545.  
  26546.  
  26547.   End
  26548.  
  26549.   ; ------------ construction-zone fence -----------------
  26550.   Draw = W3DModelDraw ModuleTag_02
  26551.   AnimationsRequirePower = No
  26552.     OkToChangeModelColor = Yes
  26553.     DefaultConditionState
  26554.       Model           = None
  26555.       TransitionKey   = DOWN_DEFAULT
  26556.     End
  26557.     ConditionState    = NIGHT
  26558.       Model           = None
  26559.       TransitionKey   = DOWN_DEFAULT
  26560.     End
  26561.     ConditionState    = SNOW
  26562.       Model           = None
  26563.       TransitionKey   = DOWN_DEFAULT
  26564.     End
  26565.     ConditionState    = SNOW NIGHT
  26566.       Model           = None
  26567.       TransitionKey   = DOWN_DEFAULT
  26568.     End
  26569.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  26570.       Model           = ABStrategy_A4
  26571.       Animation       = ABStrategy_A4.ABStrategy_A4
  26572.       AnimationMode   = MANUAL
  26573.       Flags           = START_FRAME_LAST
  26574.       TransitionKey   = UP_DAY
  26575.       ParticleSysBone = SparksS01 LiveWireSparks02
  26576.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  26577.     End
  26578.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  26579.       Model           = ABStrategy_A4N
  26580.       Animation       = ABStrategy_A4N.ABStrategy_A4N
  26581.       AnimationMode   = MANUAL
  26582.       Flags           = START_FRAME_LAST
  26583.       TransitionKey   = UP_NIGHT
  26584.       ParticleSysBone = SparksS01 LiveWireSparks02
  26585.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  26586.     End
  26587.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  26588.       Model           = ABStrategy_A4S
  26589.       Animation       = ABStrategy_A4S.ABStrategy_A4S
  26590.       AnimationMode   = MANUAL
  26591.       Flags           = START_FRAME_LAST
  26592.       TransitionKey   = UP_SNOW
  26593.       ParticleSysBone = SparksS01 LiveWireSparks02
  26594.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  26595.     End
  26596.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  26597.       Model           = ABStrategy_A4SN
  26598.       Animation       = ABStrategy_A4SN.ABStrategy_A4SN
  26599.       AnimationMode   = MANUAL
  26600.       Flags           = START_FRAME_LAST
  26601.       TransitionKey   = UP_SNOWNIGHT
  26602.       ParticleSysBone = SparksS01 LiveWireSparks02
  26603.       ParticleSysBone = SmokeS01 SmokeBuildingSmall
  26604.     End
  26605.     TransitionState   = DOWN_DEFAULT UP_DAY
  26606.       Model           = ABStrategy_A4
  26607.       Animation       = ABStrategy_A4.ABStrategy_A4
  26608.       AnimationMode   = ONCE
  26609.       AnimationSpeedFactorRange = 1.0 1.0
  26610.       Flags           = START_FRAME_FIRST
  26611.     End
  26612.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  26613.       Model           = ABStrategy_A4N
  26614.       Animation       = ABStrategy_A4N.ABStrategy_A4N
  26615.       AnimationMode   = ONCE
  26616.       AnimationSpeedFactorRange = 1.0 1.0
  26617.       Flags           = START_FRAME_FIRST
  26618.     End
  26619.     TransitionState   = DOWN_DEFAULT UP_SNOW
  26620.       Model           = ABStrategy_A4S
  26621.       Animation       = ABStrategy_A4S.ABStrategy_A4S
  26622.       AnimationMode   = ONCE
  26623.       AnimationSpeedFactorRange = 1.0 1.0
  26624.       Flags           = START_FRAME_FIRST
  26625.     End
  26626.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  26627.       Model           = ABStrategy_A4SN
  26628.       Animation       = ABStrategy_A4SN.ABStrategy_A4SN
  26629.       AnimationMode   = ONCE
  26630.       AnimationSpeedFactorRange = 1.0 1.0
  26631.       Flags           = START_FRAME_FIRST
  26632.     End
  26633.     TransitionState   = UP_DAY DOWN_DEFAULT
  26634.       Model           = ABStrategy_A4
  26635.       Animation       = ABStrategy_A4.ABStrategy_A4
  26636.       AnimationMode   = ONCE_BACKWARDS
  26637.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26638.       Flags           = START_FRAME_LAST
  26639.     End
  26640.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  26641.       Model           = ABStrategy_A4N
  26642.       Animation       = ABStrategy_A4N.ABStrategy_A4N
  26643.       AnimationMode   = ONCE_BACKWARDS
  26644.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26645.       Flags           = START_FRAME_LAST
  26646.     End
  26647.     TransitionState   = UP_SNOW DOWN_DEFAULT
  26648.       Model           = ABStrategy_A4S
  26649.       Animation       = ABStrategy_A4S.ABStrategy_A4S
  26650.       AnimationMode   = ONCE_BACKWARDS
  26651.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26652.       Flags           = START_FRAME_LAST
  26653.     End
  26654.  
  26655.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  26656.       Model           = ABStrategy_A4SN
  26657.       Animation       = ABStrategy_A4SN.ABStrategy_A4SN
  26658.       AnimationMode   = ONCE_BACKWARDS
  26659.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26660.       Flags           = START_FRAME_LAST
  26661.     End
  26662.   End
  26663.  
  26664.   ; ------------ under-construction scaffolding -----------------
  26665.   Draw = W3DModelDraw ModuleTag_03
  26666.   AnimationsRequirePower = No
  26667.     MinLODRequired = MEDIUM
  26668.     OkToChangeModelColor = Yes
  26669.  
  26670.     DefaultConditionState
  26671.       Model           = None
  26672.       TransitionKey   = DOWN_DEFAULT
  26673.     End
  26674.     ConditionState    = NIGHT
  26675.       Model           = None
  26676.       TransitionKey   = DOWN_DEFAULT
  26677.     End
  26678.     ConditionState    = SNOW
  26679.       Model           = None
  26680.       TransitionKey   = DOWN_DEFAULT
  26681.     End
  26682.     ConditionState    = SNOW NIGHT
  26683.       Model           = None
  26684.       TransitionKey   = DOWN_DEFAULT
  26685.     End
  26686.     ConditionState    = PARTIALLY_CONSTRUCTED
  26687.       Model           = ABStrategy_A6
  26688.       Animation       = ABStrategy_A6.ABStrategy_A6
  26689.       AnimationMode   = MANUAL
  26690.       Flags           = START_FRAME_LAST
  26691.       TransitionKey   = UP_DAY
  26692.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  26693.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  26694.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  26695.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  26696.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  26697.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  26698.     End
  26699.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  26700.       Model           = ABStrategy_A6N
  26701.       Animation       = ABStrategy_A6N.ABStrategy_A6N
  26702.       AnimationMode   = MANUAL
  26703.       Flags           = START_FRAME_LAST
  26704.       TransitionKey   = UP_NIGHT
  26705.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  26706.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  26707.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  26708.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  26709.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  26710.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  26711.     End
  26712.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  26713.       Model           = ABStrategy_A6S
  26714.       Animation       = ABStrategy_A6S.ABStrategy_A6S
  26715.       AnimationMode   = MANUAL
  26716.       Flags           = START_FRAME_LAST
  26717.       TransitionKey   = UP_SNOW
  26718.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  26719.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  26720.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  26721.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  26722.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  26723.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  26724.     End
  26725.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  26726.       Model           = ABStrategy_A6SN
  26727.       Animation       = ABStrategy_A6SN.ABStrategy_A6SN
  26728.       AnimationMode   = MANUAL
  26729.       Flags           = START_FRAME_LAST
  26730.       TransitionKey   = UP_SNOWNIGHT
  26731.       ParticleSysBone = Sparks01 BuildUpBlueSpark
  26732.       ParticleSysBone = Sparks02 BuildUpBlueSpark
  26733.       ParticleSysBone = Sparks03 BuildUpBlueSpark
  26734.       ParticleSysBone = Sparks04 BuildUpBlueSpark
  26735.       ParticleSysBone = Sparks05 BuildUpBlueSpark
  26736.       ParticleSysBone = Sparks06 BuildUpBlueSpark
  26737.     End
  26738.     TransitionState   = DOWN_DEFAULT UP_DAY
  26739.      Model            = ABStrategy_A6
  26740.       Animation       = ABStrategy_A6.ABStrategy_A6
  26741.       AnimationMode   = ONCE
  26742.       AnimationSpeedFactorRange = 1.0 1.0
  26743.       Flags           = START_FRAME_FIRST
  26744.     End
  26745.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  26746.      Model            = ABStrategy_A6N
  26747.       Animation       = ABStrategy_A6N.ABStrategy_A6N
  26748.       AnimationMode   = ONCE
  26749.       AnimationSpeedFactorRange = 1.0 1.0
  26750.       Flags           = START_FRAME_FIRST
  26751.     End
  26752.     TransitionState   = DOWN_DEFAULT UP_SNOW
  26753.      Model            = ABStrategy_A6S
  26754.       Animation       = ABStrategy_A6S.ABStrategy_A6S
  26755.       AnimationMode   = ONCE
  26756.       AnimationSpeedFactorRange = 1.0 1.0
  26757.       Flags           = START_FRAME_FIRST
  26758.     End
  26759.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  26760.      Model            = ABStrategy_A6SN
  26761.       Animation       = ABStrategy_A6SN.ABStrategy_A6SN
  26762.       AnimationMode   = ONCE
  26763.       AnimationSpeedFactorRange = 1.0 1.0
  26764.       Flags           = START_FRAME_FIRST
  26765.     End
  26766.     TransitionState   = UP_DAY DOWN_DEFAULT
  26767.       Model           = ABStrategy_A6
  26768.       Animation       = ABStrategy_A6.ABStrategy_A6
  26769.       AnimationMode   = ONCE_BACKWARDS
  26770.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26771.       Flags           = START_FRAME_LAST
  26772.     End
  26773.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  26774.       Model           = ABStrategy_A6N
  26775.       Animation       = ABStrategy_A6N.ABStrategy_A6N
  26776.       AnimationMode   = ONCE_BACKWARDS
  26777.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26778.       Flags           = START_FRAME_LAST
  26779.     End
  26780.     TransitionState   = UP_SNOW DOWN_DEFAULT
  26781.       Model           = ABStrategy_A6S
  26782.       Animation       = ABStrategy_A6S.ABStrategy_A6S
  26783.       AnimationMode   = ONCE_BACKWARDS
  26784.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26785.       Flags           = START_FRAME_LAST
  26786.     End
  26787.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  26788.       Model           = ABStrategy_A6SN
  26789.       Animation       = ABStrategy_A6SN.ABStrategy_A6SN
  26790.       AnimationMode   = ONCE_BACKWARDS
  26791.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26792.       Flags           = START_FRAME_LAST
  26793.     End
  26794.   End
  26795.  
  26796.   ; ------------ being-constructed crane -----------------
  26797.   Draw = W3DModelDraw ModuleTag_04
  26798.   AnimationsRequirePower = No
  26799.     DefaultConditionState
  26800.       Model           = None
  26801.       TransitionKey   = DOWN_DEFAULT
  26802.     End
  26803.     ConditionState    = NIGHT
  26804.       Model           = None
  26805.       TransitionKey   = DOWN_DEFAULT
  26806.     End
  26807.     ConditionState    = SNOW
  26808.       Model           = None
  26809.       TransitionKey   = DOWN_DEFAULT
  26810.     End
  26811.     ConditionState    = SNOW NIGHT
  26812.  
  26813.       Model           = None
  26814.       TransitionKey   = DOWN_DEFAULT
  26815.     End
  26816.     ConditionState    = SOLD
  26817.       Model           = NONE
  26818.     End
  26819.  
  26820.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  26821.       Model           = ABStrategy_A5
  26822.       Animation       = ABStrategy_A5.ABStrategy_A5
  26823.       AnimationMode   = LOOP
  26824.       TransitionKey  = UP_DAY
  26825.     End
  26826.  
  26827.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  26828.       Model           = ABStrategy_A5N
  26829.       Animation       = ABStrategy_A5N.ABStrategy_A5N
  26830.       AnimationMode   = LOOP
  26831.       TransitionKey  = UP_NIGHT
  26832.     End
  26833.  
  26834.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  26835.       Model           = ABStrategy_A5S
  26836.       Animation       = ABStrategy_A5S.ABStrategy_A5S
  26837.       AnimationMode   = LOOP
  26838.       TransitionKey  = UP_SNOW
  26839.     End
  26840.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  26841.       Model           = ABStrategy_A5SN
  26842.       Animation       = ABStrategy_A5SN.ABStrategy_A5SN
  26843.       AnimationMode   = LOOP
  26844.       TransitionKey  = UP_SNOWNIGHT
  26845.     End
  26846.     TransitionState   = DOWN_DEFAULT UP_DAY
  26847.       Model            = ABStrategy_AB
  26848.       Animation       = ABStrategy_AB.ABStrategy_AB
  26849.       AnimationMode   = ONCE
  26850.       AnimationSpeedFactorRange = 1.0 1.0
  26851.       Flags           = START_FRAME_FIRST
  26852.     End
  26853.  
  26854.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  26855.       Model            = ABStrategy_ABN
  26856.       Animation       = ABStrategy_ABN.ABStrategy_ABN
  26857.       AnimationMode   = ONCE
  26858.       AnimationSpeedFactorRange = 1.0 1.0
  26859.       Flags           = START_FRAME_FIRST
  26860.     End
  26861.     TransitionState   = DOWN_DEFAULT UP_SNOW
  26862.       Model            = ABStrategy_ABS
  26863.       Animation       = ABStrategy_ABS.ABStrategy_ABS
  26864.       AnimationMode   = ONCE
  26865.       AnimationSpeedFactorRange = 1.0 1.0
  26866.       Flags           = START_FRAME_FIRST
  26867.     End
  26868.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  26869.       Model            = ABStrategy_ABSN
  26870.       Animation       = ABStrategy_ABSN.ABStrategy_ABSN
  26871.       AnimationMode   = ONCE
  26872.       AnimationSpeedFactorRange = 1.0 1.0
  26873.       Flags           = START_FRAME_FIRST
  26874.     End
  26875.     TransitionState   = UP_DAY DOWN_DEFAULT
  26876.       Model            = ABStrategy_AB
  26877.       Animation       = ABStrategy_AB.ABStrategy_AB
  26878.       AnimationMode   = ONCE_BACKWARDS
  26879.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26880.       Flags           = START_FRAME_LAST
  26881.     End
  26882.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  26883.       Model            = ABStrategy_ABN
  26884.       Animation       = ABStrategy_ABN.ABStrategy_ABN
  26885.       AnimationMode   = ONCE_BACKWARDS
  26886.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26887.       Flags           = START_FRAME_LAST
  26888.     End
  26889.     TransitionState   = UP_SNOW DOWN_DEFAULT
  26890.       Model            = ABStrategy_ABS
  26891.       Animation       = ABStrategy_ABS.ABStrategy_ABS
  26892.       AnimationMode   = ONCE_BACKWARDS
  26893.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26894.       Flags           = START_FRAME_LAST
  26895.     End
  26896.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  26897.       Model            = ABStrategy_ABSN
  26898.       Animation       = ABStrategy_ABSN.ABStrategy_ABSN
  26899.       AnimationMode   = ONCE_BACKWARDS
  26900.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  26901.       Flags           = START_FRAME_LAST
  26902.     End
  26903.   End
  26904.  
  26905.   ; ------------ BOMBARDMENT BATTLE PLAN -----------------
  26906.   Draw = W3DModelDraw ModuleTag_05
  26907.     OkToChangeModelColor = Yes
  26908.     DefaultConditionState
  26909.       Model           = ABStrategy_A1
  26910.       Animation       = ABStrategy_A1.ABStrategy_A1
  26911.       AnimationMode   = ONCE_BACKWARDS
  26912.       Flags           = START_FRAME_FIRST
  26913.     End
  26914.     AliasConditionState = DAMAGED
  26915.     AliasConditionState = REALLYDAMAGED
  26916.     AliasConditionState = NIGHT
  26917.     AliasConditionState = NIGHT SNOW
  26918.     AliasConditionState = SNOW
  26919.     AliasConditionState = NIGHT DAMAGED
  26920.     AliasConditionState = NIGHT SNOW DAMAGED
  26921.     AliasConditionState = SNOW DAMAGED
  26922.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  26923.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  26924.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  26925.     
  26926.     ConditionState    = DOOR_1_OPENING
  26927.       Model           = ABStrategy_A1
  26928.       Animation       = ABStrategy_A1.ABStrategy_A1
  26929.       AnimationMode   = ONCE
  26930.     End
  26931.     AliasConditionState = DAMAGED DOOR_1_OPENING
  26932.     AliasConditionState = REALLYDAMAGED DOOR_1_OPENING
  26933.     AliasConditionState = NIGHT DOOR_1_OPENING
  26934.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING
  26935.     AliasConditionState = SNOW DOOR_1_OPENING
  26936.     AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
  26937.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
  26938.     AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
  26939.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
  26940.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
  26941.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
  26942.     
  26943.     ConditionState    = DOOR_1_CLOSING
  26944.       Model           = ABStrategy_A1
  26945.       Animation       = ABStrategy_A1.ABStrategy_A1
  26946.       AnimationMode   = ONCE_BACKWARDS
  26947.       Flags           = START_FRAME_LAST
  26948.     End
  26949.     AliasConditionState = DAMAGED DOOR_1_CLOSING
  26950.     AliasConditionState = REALLYDAMAGED DOOR_1_CLOSING
  26951.     AliasConditionState = NIGHT DOOR_1_CLOSING
  26952.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
  26953.     AliasConditionState = SNOW DOOR_1_CLOSING
  26954.     AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
  26955.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
  26956.     AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
  26957.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
  26958.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
  26959.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
  26960.     
  26961.     ConditionState    = DOOR_1_WAITING_TO_CLOSE
  26962.       Model           = NONE
  26963.     End
  26964.     AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE
  26965.     AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
  26966.     AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE
  26967.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
  26968.     AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE
  26969.     AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
  26970.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
  26971.     AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
  26972.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
  26973.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
  26974.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
  26975.  
  26976.  
  26977.     ;**************************************************************************************************************************
  26978.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  26979.     ;for this draw module
  26980.     ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  26981.       Model              = ABStrategy_A1
  26982.       Animation          = ABStrategy_A1.ABStrategy_A1
  26983.       AnimationMode      = MANUAL
  26984.       Flags              = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  26985.     End
  26986.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  26987.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  26988.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  26989.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  26990.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  26991.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  26992.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  26993.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  26994.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
  26995.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
  26996.     AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
  26997.     
  26998.     ConditionState       = AWAITING_CONSTRUCTION 
  26999.       Model              = NONE
  27000.     End
  27001.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  27002.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  27003.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  27004.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  27005.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  27006.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  27007.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  27008.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  27009.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  27010.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  27011.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  27012.     AliasConditionState  = SOLD DOOR_1_WAITING_TO_CLOSE
  27013.     AliasConditionState  = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE
  27014.     AliasConditionState  = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
  27015.     AliasConditionState  = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE
  27016.     AliasConditionState  = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
  27017.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
  27018.     AliasConditionState  = SOLD SNOW DOOR_1_WAITING_TO_CLOSE
  27019.     AliasConditionState  = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
  27020.     AliasConditionState  = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
  27021.     AliasConditionState  = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
  27022.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
  27023.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
  27024.     ;**************************************************************************************************************************
  27025.  
  27026.     
  27027.   End
  27028.   
  27029.   Draw = W3DModelDraw ModuleTag_06
  27030.     ;***This is the bombardment cannon object that only shows up when ready to fire***
  27031.     OkToChangeModelColor = Yes
  27032.     DefaultConditionState
  27033.       Model           = ABStrategy_A8
  27034.       WeaponLaunchBone  = PRIMARY Muzzle
  27035.       WeaponMuzzleFlash               = PRIMARY MuzzleFX
  27036.       WeaponRecoilBone                = PRIMARY Barrel
  27037.       Turret                          = Turret01
  27038.       TurretPitch                     = TurretEL
  27039.       HideSubObject   = Chassis
  27040.     End
  27041.     AliasConditionState = DAMAGED
  27042.     AliasConditionState = REALLYDAMAGED
  27043.     AliasConditionState = NIGHT
  27044.     AliasConditionState = NIGHT SNOW
  27045.     AliasConditionState = SNOW
  27046.     AliasConditionState = NIGHT DAMAGED
  27047.     AliasConditionState = NIGHT SNOW DAMAGED
  27048.     AliasConditionState = SNOW DAMAGED
  27049.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  27050.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  27051.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  27052.     
  27053.     ConditionState    = DOOR_1_WAITING_TO_CLOSE
  27054.       Model           = ABStrategy_A8
  27055.       ShowSubObject   = Chassis
  27056.     End
  27057.     AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE
  27058.     AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
  27059.     AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE
  27060.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
  27061.     AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE
  27062.     AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
  27063.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
  27064.     AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
  27065.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
  27066.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
  27067.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
  27068.     
  27069.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27070.       Model              = ABStrategy_A8
  27071.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27072.     End
  27073.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  27074.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  27075.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  27076.     
  27077.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  27078.       Model              = ABStrategy_A8
  27079.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27080.     End
  27081.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  27082.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  27083.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
  27084.     
  27085.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
  27086.       Model              = ABStrategy_A8
  27087.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27088.     End
  27089.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT
  27090.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW
  27091.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW
  27092.     
  27093.     
  27094.     
  27095.     
  27096.     ConditionState       = AWAITING_CONSTRUCTION 
  27097.       Model              = NONE
  27098.     End
  27099.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  27100.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  27101.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  27102.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  27103.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  27104.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  27105.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  27106.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  27107.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  27108.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  27109.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  27110.     AliasConditionState  = SOLD 
  27111.     AliasConditionState  = SOLD DAMAGED
  27112.     AliasConditionState  = SOLD REALLYDAMAGED
  27113.     AliasConditionState  = SOLD NIGHT
  27114.     AliasConditionState  = SOLD NIGHT DAMAGED
  27115.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  27116.     AliasConditionState  = SOLD SNOW
  27117.     AliasConditionState  = SOLD SNOW DAMAGED
  27118.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  27119.     AliasConditionState  = SOLD NIGHT SNOW
  27120.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  27121.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  27122.     AliasConditionState  = SOLD DOOR_1_WAITING_TO_CLOSE
  27123.     AliasConditionState  = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE
  27124.     AliasConditionState  = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
  27125.     AliasConditionState  = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE
  27126.     AliasConditionState  = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
  27127.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
  27128.     AliasConditionState  = SOLD SNOW DOOR_1_WAITING_TO_CLOSE
  27129.     AliasConditionState  = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
  27130.     AliasConditionState  = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
  27131.     AliasConditionState  = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
  27132.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
  27133.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
  27134.  
  27135.     
  27136.   End
  27137.  
  27138.   ; ------------ HOLD THE LINE BATTLE PLAN -----------------
  27139.   Draw = W3DModelDraw ModuleTag_07
  27140.     OkToChangeModelColor = Yes
  27141.     DefaultConditionState
  27142.       Model           = ABStrategy_A7
  27143.       Animation       = ABStrategy_A7.ABStrategy_A7
  27144.       AnimationMode   = ONCE_BACKWARDS
  27145.       Flags           = START_FRAME_FIRST
  27146.     End
  27147.     AliasConditionState = DAMAGED
  27148.     AliasConditionState = REALLYDAMAGED
  27149.     AliasConditionState = NIGHT
  27150.     AliasConditionState = NIGHT SNOW
  27151.     AliasConditionState = SNOW
  27152.     AliasConditionState = NIGHT DAMAGED
  27153.     AliasConditionState = NIGHT SNOW DAMAGED
  27154.     AliasConditionState = SNOW DAMAGED
  27155.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  27156.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  27157.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  27158.     
  27159.     ConditionState    = DOOR_2_OPENING
  27160.       Model           = ABStrategy_A7
  27161.       Animation       = ABStrategy_A7.ABStrategy_A7
  27162.       AnimationMode   = ONCE
  27163.     End
  27164.     AliasConditionState = DAMAGED DOOR_2_OPENING
  27165.     AliasConditionState = REALLYDAMAGED DOOR_2_OPENING
  27166.     AliasConditionState = NIGHT DOOR_2_OPENING
  27167.     AliasConditionState = NIGHT SNOW DOOR_2_OPENING
  27168.     AliasConditionState = SNOW DOOR_2_OPENING
  27169.     AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING
  27170.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING
  27171.     AliasConditionState = SNOW DAMAGED DOOR_2_OPENING
  27172.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING
  27173.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
  27174.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
  27175.     
  27176.     ConditionState    = DOOR_2_CLOSING
  27177.       Model           = ABStrategy_A7
  27178.       Animation       = ABStrategy_A7.ABStrategy_A7
  27179.       AnimationMode   = ONCE_BACKWARDS
  27180.       Flags           = START_FRAME_LAST
  27181.     End
  27182.     AliasConditionState = DAMAGED DOOR_2_CLOSING
  27183.     AliasConditionState = REALLYDAMAGED DOOR_2_CLOSING
  27184.     AliasConditionState = NIGHT DOOR_2_CLOSING
  27185.     AliasConditionState = NIGHT SNOW DOOR_2_CLOSING
  27186.     AliasConditionState = SNOW DOOR_2_CLOSING
  27187.     AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING
  27188.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING
  27189.     AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING
  27190.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING
  27191.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
  27192.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
  27193.     
  27194.     ConditionState    = DOOR_2_WAITING_TO_CLOSE
  27195.       Model           = ABStrategy_A7
  27196.       Animation       = ABStrategy_A7.ABStrategy_A7
  27197.       AnimationMode   = ONCE
  27198.       Flags           = START_FRAME_LAST
  27199.     End
  27200.     AliasConditionState = DAMAGED DOOR_2_WAITING_TO_CLOSE
  27201.     AliasConditionState = REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
  27202.     AliasConditionState = NIGHT DOOR_2_WAITING_TO_CLOSE
  27203.     AliasConditionState = NIGHT SNOW DOOR_2_WAITING_TO_CLOSE
  27204.     AliasConditionState = SNOW DOOR_2_WAITING_TO_CLOSE
  27205.     AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE
  27206.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
  27207.     AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
  27208.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE
  27209.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE
  27210.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE
  27211.     
  27212.     ;**************************************************************************************************************************
  27213.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  27214.     ;for this draw module
  27215.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27216.       Model              = ABStrategy_A7
  27217.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27218.     End
  27219.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  27220.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  27221.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  27222.         
  27223.     ConditionState       = AWAITING_CONSTRUCTION 
  27224.       Model              = NONE
  27225.     End
  27226.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  27227.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  27228.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  27229.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  27230.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  27231.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  27232.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  27233.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  27234.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  27235.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  27236.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  27237.     AliasConditionState  = SOLD 
  27238.     AliasConditionState  = SOLD DAMAGED
  27239.     AliasConditionState  = SOLD REALLYDAMAGED
  27240.     AliasConditionState  = SOLD NIGHT
  27241.     AliasConditionState  = SOLD NIGHT DAMAGED
  27242.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  27243.     AliasConditionState  = SOLD SNOW
  27244.     AliasConditionState  = SOLD SNOW DAMAGED
  27245.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  27246.     AliasConditionState  = SOLD NIGHT SNOW
  27247.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  27248.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  27249.     AliasConditionState  = SOLD DOOR_2_WAITING_TO_CLOSE
  27250.     AliasConditionState  = SOLD DAMAGED DOOR_2_WAITING_TO_CLOSE
  27251.     AliasConditionState  = SOLD REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
  27252.     AliasConditionState  = SOLD NIGHT DOOR_2_WAITING_TO_CLOSE
  27253.     AliasConditionState  = SOLD NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE
  27254.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
  27255.     AliasConditionState  = SOLD SNOW DOOR_2_WAITING_TO_CLOSE
  27256.     AliasConditionState  = SOLD SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
  27257.     AliasConditionState  = SOLD SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
  27258.     AliasConditionState  = SOLD NIGHT SNOW DOOR_2_WAITING_TO_CLOSE
  27259.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
  27260.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
  27261.     ;************************************************************************************************************************** 
  27262.   End
  27263.  
  27264.   ; ------------ SEARCH AND DESTROY BATTLE PLAN -----------------
  27265.   Draw = W3DModelDraw ModuleTag_08
  27266.     OkToChangeModelColor = Yes
  27267.     DefaultConditionState
  27268.       Model           = ABStrategy_A2
  27269.       Animation       = ABStrategy_A2.ABStrategy_A2
  27270.       AnimationMode   = ONCE_BACKWARDS
  27271.       Flags           = START_FRAME_FIRST
  27272.     End
  27273.     AliasConditionState = DAMAGED
  27274.     AliasConditionState = REALLYDAMAGED
  27275.     AliasConditionState = NIGHT
  27276.     AliasConditionState = NIGHT SNOW
  27277.     AliasConditionState = SNOW
  27278.     AliasConditionState = NIGHT DAMAGED
  27279.     AliasConditionState = NIGHT SNOW DAMAGED
  27280.     AliasConditionState = SNOW DAMAGED
  27281.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  27282.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  27283.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  27284.     
  27285.     ConditionState    = DOOR_3_OPENING
  27286.       Model           = ABStrategy_A2
  27287.       Animation       = ABStrategy_A2.ABStrategy_A2
  27288.       AnimationMode   = ONCE
  27289.     End
  27290.     AliasConditionState = DAMAGED DOOR_3_OPENING
  27291.     AliasConditionState = REALLYDAMAGED DOOR_3_OPENING
  27292.     AliasConditionState = NIGHT DOOR_3_OPENING
  27293.     AliasConditionState = NIGHT SNOW DOOR_3_OPENING
  27294.     AliasConditionState = SNOW DOOR_3_OPENING
  27295.     AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
  27296.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING
  27297.     AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
  27298.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
  27299.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
  27300.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
  27301.     
  27302.     ConditionState    = DOOR_3_CLOSING
  27303.       Model           = ABStrategy_A2
  27304.       Animation       = ABStrategy_A2.ABStrategy_A2
  27305.       AnimationMode   = ONCE_BACKWARDS
  27306.       Flags           = START_FRAME_LAST
  27307.     End
  27308.     AliasConditionState = DAMAGED DOOR_3_CLOSING
  27309.     AliasConditionState = REALLYDAMAGED DOOR_3_CLOSING
  27310.     AliasConditionState = NIGHT DOOR_3_CLOSING
  27311.     AliasConditionState = NIGHT SNOW DOOR_3_CLOSING
  27312.     AliasConditionState = SNOW DOOR_3_CLOSING
  27313.     AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
  27314.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING
  27315.     AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
  27316.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
  27317.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
  27318.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
  27319.     
  27320.     ConditionState    = DOOR_3_WAITING_TO_CLOSE
  27321.       Model           = NONE
  27322.     End
  27323.     AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE
  27324.     AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
  27325.     AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE
  27326.     AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
  27327.     AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE
  27328.     AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
  27329.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
  27330.     AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
  27331.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
  27332.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
  27333.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
  27334.     
  27335.     
  27336.     ;**************************************************************************************************************************
  27337.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  27338.     ;for this draw module
  27339.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27340.       Model              = ABStrategy_A2
  27341.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27342.     End
  27343.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  27344.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  27345.     AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  27346.         
  27347.     ConditionState       = AWAITING_CONSTRUCTION 
  27348.       Model              = NONE
  27349.     End
  27350.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  27351.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  27352.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  27353.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  27354.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  27355.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  27356.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  27357.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  27358.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  27359.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  27360.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  27361.     AliasConditionState  = SOLD 
  27362.     AliasConditionState  = SOLD DAMAGED
  27363.     AliasConditionState  = SOLD REALLYDAMAGED
  27364.     AliasConditionState  = SOLD NIGHT
  27365.     AliasConditionState  = SOLD NIGHT DAMAGED
  27366.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  27367.     AliasConditionState  = SOLD SNOW
  27368.     AliasConditionState  = SOLD SNOW DAMAGED
  27369.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  27370.     AliasConditionState  = SOLD NIGHT SNOW
  27371.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  27372.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  27373.     AliasConditionState  = SOLD DOOR_3_WAITING_TO_CLOSE
  27374.     AliasConditionState  = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE
  27375.     AliasConditionState  = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
  27376.     AliasConditionState  = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE
  27377.     AliasConditionState  = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
  27378.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
  27379.     AliasConditionState  = SOLD SNOW DOOR_3_WAITING_TO_CLOSE
  27380.     AliasConditionState  = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
  27381.     AliasConditionState  = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
  27382.     AliasConditionState  = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
  27383.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
  27384.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
  27385.     ;**************************************************************************************************************************
  27386.     
  27387.     
  27388.   End
  27389.   Draw = W3DModelDraw ModuleTag_09
  27390.     ;***This is the radar array that only shows up when plan is active***
  27391.     OkToChangeModelColor = Yes
  27392.     DefaultConditionState
  27393.       Model           = NONE
  27394.     End
  27395.     AliasConditionState = DAMAGED
  27396.     AliasConditionState = REALLYDAMAGED
  27397.     AliasConditionState = NIGHT
  27398.     AliasConditionState = NIGHT SNOW
  27399.     AliasConditionState = SNOW
  27400.     AliasConditionState = NIGHT DAMAGED
  27401.     AliasConditionState = NIGHT SNOW DAMAGED
  27402.     AliasConditionState = SNOW DAMAGED
  27403.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
  27404.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
  27405.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE
  27406.     
  27407.     ConditionState    = DOOR_3_WAITING_TO_CLOSE
  27408.       Model           = ABStrategy_A3
  27409.       Animation       = ABStrategy_A3.ABStrategy_A3
  27410.       AnimationMode   = LOOP
  27411.     End
  27412.     AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE
  27413.     AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
  27414.     AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE
  27415.     AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
  27416.     AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE
  27417.     AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
  27418.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
  27419.     AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
  27420.     AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
  27421.     AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
  27422.     AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
  27423.     
  27424.     ConditionState       = AWAITING_CONSTRUCTION 
  27425.       Model              = NONE
  27426.     End
  27427.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  27428.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  27429.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  27430.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  27431.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  27432.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  27433.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  27434.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  27435.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  27436.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  27437.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  27438.     AliasConditionState  = SOLD 
  27439.     AliasConditionState  = SOLD DAMAGED
  27440.     AliasConditionState  = SOLD REALLYDAMAGED
  27441.     AliasConditionState  = SOLD NIGHT
  27442.     AliasConditionState  = SOLD NIGHT DAMAGED
  27443.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  27444.     AliasConditionState  = SOLD SNOW
  27445.     AliasConditionState  = SOLD SNOW DAMAGED
  27446.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  27447.     AliasConditionState  = SOLD NIGHT SNOW
  27448.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  27449.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  27450.     AliasConditionState  = SOLD DOOR_3_WAITING_TO_CLOSE
  27451.     AliasConditionState  = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE
  27452.     AliasConditionState  = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
  27453.     AliasConditionState  = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE
  27454.     AliasConditionState  = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
  27455.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
  27456.     AliasConditionState  = SOLD SNOW DOOR_3_WAITING_TO_CLOSE
  27457.     AliasConditionState  = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
  27458.     AliasConditionState  = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
  27459.     AliasConditionState  = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
  27460.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
  27461.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
  27462.     
  27463.   End
  27464.  
  27465.   PlacementViewAngle = -45
  27466.  
  27467.   ; ***DESIGN parameters ***
  27468.   DisplayName      = OBJECT:StrategyCenter
  27469.   Side = America
  27470.   EditorSorting    = STRUCTURE
  27471.   Prerequisites
  27472.     Object = AmericaWarFactory AmericaAirfield
  27473.   End
  27474.   CommandSet          = AmericaStrategyCenterCommandSet
  27475.   BuildCost           = 2500
  27476.   BuildTime           = 60.0           ; in seconds
  27477.   EnergyProduction    = -2
  27478.   VisionRange         = 400.0           ; Shroud clearing distance
  27479.  
  27480.   MaxSimultaneousOfType = 1
  27481.  
  27482.   ShroudClearingRange = 400
  27483.   WeaponSet
  27484.     Conditions           = None 
  27485.     Weapon               = PRIMARY StrategyCenterGun
  27486.     AutoChooseSources    = PRIMARY NONE
  27487.   End
  27488.   ArmorSet
  27489.     Conditions      = None
  27490.     Armor           = StructureArmor
  27491.     DamageFX        = StructureDamageFXNoShake
  27492.   End
  27493.   ExperienceValue     = 250 250 250 250  ; Experience point value at each level
  27494.  
  27495.   ; *** AUDIO Parameters ***
  27496.   VoiceSelect = StrategyCenterSelect
  27497.   SoundDie              = BuildingDie
  27498.   SoundOnDamaged        = BuildingDamagedStateLight
  27499.   SoundOnReallyDamaged  = BuildingDestroy
  27500.  
  27501.   UnitSpecificSounds
  27502.     UnderConstruction     = UnderConstructionLoop
  27503.   End
  27504.  
  27505.   UnitSpecificSounds
  27506.     ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
  27507.     TurretMoveStart = NoSound
  27508.     TurretMoveLoop  = NoSound ;These aren't playing properly, will revisit. (mp) StrategyCenter_TurretMoveLoop
  27509.   End
  27510.  
  27511.   ; *** ENGINEERING Parameters ***
  27512.   RadarPriority   = STRUCTURE
  27513.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
  27514.   Body            = StructureBody ModuleTag_10
  27515.     MaxHealth       = 1500.0
  27516.     InitialHealth   = 1500.0
  27517.   End
  27518.   Behavior = ProductionUpdate ModuleTag_11
  27519.     ; nothing
  27520.   End
  27521.   Behavior = BaseRegenerateUpdate ModuleTag_12
  27522.     ;No data
  27523.   End 
  27524.  
  27525.   Behavior = SpecialAbility ModuleTag_13
  27526.     SpecialPowerTemplate = SpecialAbilityChangeBattlePlans
  27527.     UpdateModuleStartsAttack = Yes
  27528.   End
  27529.   Behavior = BattlePlanUpdate ModuleTag_14
  27530.     SpecialPowerTemplate              = SpecialAbilityChangeBattlePlans
  27531.  
  27532.     ;Transition Timings
  27533.     BombardmentPlanAnimationTime      = 7000
  27534.     HoldTheLinePlanAnimationTime      = 7000
  27535.     SearchAndDestroyPlanAnimationTime = 7000
  27536.     TransitionIdleTime                = 0
  27537.  
  27538.     ;Messages
  27539.     BombardmentMessageLabel      = MESSAGE:BattlePlanBombardmentInitiated
  27540.     HoldTheLineMessageLabel      = MESSAGE:BattlePlanHoldTheLineInitiated
  27541.     SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated
  27542.  
  27543.     ;Audio hooks
  27544.     BombardmentPlanUnpackSoundName        = StrategyCenter_BombardmentPlanUnpackSound
  27545.     BombardmentPlanPackSoundName          = StrategyCenter_BombardmentPlanPackSound
  27546.     BombardmentAnnouncementName           = StrategyCenter_BombardmentPlanAnnouncement
  27547.     SearchAndDestroyPlanUnpackSoundName   = StrategyCenter_SearchAndDestroyPlanUnpack
  27548.     SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop
  27549.     SearchAndDestroyPlanPackSoundName     = StrategyCenter_SearchAndDestroyPlanPack
  27550.     SearchAndDestroyAnnouncementName      = StrategyCenter_SearchAndDestroyAnnouncement
  27551.     HoldTheLinePlanUnpackSoundName        = StrategyCenter_HoldTheLinePlanUnpack
  27552.     HoldTheLinePlanPackSoundName          = StrategyCenter_HoldTheLinePlanPack
  27553.     HoldTheLineAnnouncementName           = StrategyCenter_HoldTheLineAnnouncement
  27554.  
  27555.     ;Army bonuses granted by different battle plans
  27556.     ValidMemberKindOf                   = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these...
  27557. ; POW Trucks are cut. sorry. (srj)
  27558. ;   InvalidMemberKindOf                 = DOZER STRUCTURE AIRCRAFT POW_TRUCK DRONE   ;...but make sure they don't have any of these
  27559.     InvalidMemberKindOf                 = DOZER STRUCTURE AIRCRAFT DRONE   ;...but make sure they don't have any of these
  27560.     BattlePlanChangeParalyzeTime          = 5000 ;Subjected to paralyzation whenever a battle plan is changed.
  27561.     HoldTheLinePlanArmorDamageScalar      = 0.9 ;Armor damage bonus scalar -- LESS is better!
  27562.     SearchAndDestroyPlanSightRangeScalar  = 1.2 ;Sight range bonus -- more is better!
  27563.     ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file!
  27564.  
  27565.     ;Building bonuses granted based on battle plan mode.
  27566.     StrategyCenterSearchAndDestroySightRangeScalar = 2.0
  27567.     StrategyCenterSearchAndDestroyDetectsStealth   = Yes
  27568.     StrategyCenterHoldTheLineMaxHealthScalar       = 2.0
  27569.     StrategyCenterHoldTheLineMaxHealthChangeType   = PRESERVE_RATIO
  27570.  
  27571.   ;Revealing info
  27572.   VisionObjectName = VisionObject
  27573.  
  27574.   End
  27575.  
  27576.   Behavior = AIUpdateInterface ModuleTag_15
  27577.     Turret
  27578.       ControlledWeaponSlots    = PRIMARY
  27579.       TurretTurnRate      = 60   // turn rate, in degrees per sec
  27580.       TurretPitchRate     = 60
  27581.       AllowsPitch         = Yes
  27582.       FiresWhileTurning   = Yes
  27583.       NaturalTurretPitch  = 45 ; this keeps it aimed half way between land and sky
  27584.                                ; since you never know from whence cometh danger
  27585.       NaturalTurretAngle = -90  ; this turret points backwards normally
  27586.  
  27587.       FirePitch           = 45       ; Instead of aiming pitchwise at the target, it will aim here
  27588.       MinIdleScanInterval = 500    ; in milliseconds
  27589.       MaxIdleScanInterval = 1000   ; in milliseconds
  27590.       MinIdleScanAngle    = 0      ; in degrees off the natural turret angle
  27591.       MaxIdleScanAngle    = 60     ; in degrees off the natural turret angle
  27592.     End
  27593.     AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
  27594.   End
  27595.  
  27596.   Behavior = StealthDetectorUpdate ModuleTag_16
  27597.     DetectionRate       = 500   ; how often to rescan for stealthed things in my sight (msec)
  27598.     InitiallyDisabled   = Yes   ; only will be active when search & destroy plan active.
  27599.     DetectionRange     =  500    ;Dustin, enable this for independant balancing!
  27600.     CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
  27601.     CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  27602.   End
  27603.  
  27604.   Behavior = DestroyDie ModuleTag_17
  27605.     ;nothing
  27606.   End
  27607.   Behavior             = CreateObjectDie ModuleTag_18
  27608.     CreationList  = OCL_ABPowerPlantExplode
  27609.   End
  27610.   Behavior             = CreateObjectDie ModuleTag_19
  27611.     CreationList  = OCL_AmericanRangerDebris04
  27612.     ExemptStatus  = UNDER_CONSTRUCTION
  27613.   End
  27614.   Behavior             = FXListDie ModuleTag_20
  27615.     DeathFX       = FX_StructureMediumDeath
  27616.   End
  27617.  
  27618.   Behavior           = OCLSpecialPower ModuleTag_99
  27619.     SpecialPowerTemplate = SPECIALWEAPON_Tomahawkrain
  27620.     OCL                  = SPECIALWEAPON_Tomahawkrain
  27621.   End
  27622.  
  27623.   Behavior = FlammableUpdate ModuleTag_22
  27624.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  27625.     AflameDamageAmount = 5       ; taking this much damage...
  27626.     AflameDamageDelay = 500       ; this often.
  27627.   End
  27628.  
  27629.   Behavior = TransitionDamageFX ModuleTag_23
  27630.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  27631.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  27632.     ;---------------------------------------------------------------------------------------
  27633.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  27634.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  27635.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  27636.   End
  27637.  
  27638.  
  27639.   Geometry            = BOX
  27640.   GeometryMajorRadius = 62.0
  27641.   GeometryMinorRadius = 44.0
  27642.   GeometryHeight      = 24.0
  27643.   GeometryIsSmall     = No
  27644.   Shadow          = SHADOW_VOLUME
  27645.   BuildCompletion = PLACED_BY_PLAYER
  27646.  
  27647. End
  27648.  
  27649. ;------------------------------------------------------------------------------
  27650. Object ChinaPropagandaCenter
  27651.  
  27652.   ; *** ART Parameters ***
  27653.   SelectPortrait         = SNPropCentr_L
  27654.   ButtonImage            = SNPropCentr
  27655.   Draw                   = W3DModelDraw ModuleTag_01
  27656.     OkToChangeModelColor = Yes
  27657.     ;day
  27658.     ConditionState       = NONE
  27659.       Model              = NBPCenter
  27660.       Animation          = NBPCenter.NBPCenter
  27661.       AnimationMode      = LOOP
  27662.     End
  27663.     ConditionState       = DAMAGED
  27664.       Model              = NBPCenter_D
  27665.       Animation          = NBPCenter_D.NBPCenter_D
  27666.       AnimationMode      = LOOP
  27667.       ParticleSysBone    = Smoke01 SmolderingSmoke
  27668.       ParticleSysBone    = Smoke02 SmolderingSmoke
  27669.       ParticleSysBone    = Smoke03 SmolderingSmoke
  27670.       ParticleSysBone    = Fire01 SmolderingFire
  27671.     End
  27672.     ConditionState       = REALLYDAMAGED RUBBLE
  27673.       Model              = NBPCenter_E
  27674.       Animation          = NBPCenter_E.NBPCenter_E
  27675.       AnimationMode      = LOOP
  27676.       ParticleSysBone    = Smoke01 SmolderingSmoke
  27677.       ParticleSysBone    = Smoke02 SmolderingSmoke
  27678. ;      ParticleSysBone    = Smoke03 SmolderingSmoke
  27679.       ParticleSysBone    = Smoke04 SmolderingSmoke
  27680.       ParticleSysBone    = Smoke05 SmolderingSmoke
  27681.       ParticleSysBone    = Smoke06 SmolderingSmoke
  27682.       ParticleSysBone    = Fire01 SmolderingFire
  27683.       ParticleSysBone    = Fire02 SmolderingFire
  27684.       ParticleSysBone    = Fire03 SmolderingFire
  27685. ;     ParticleSysBone    = Spark01 
  27686.     End 
  27687.  
  27688.     ;night
  27689.     ConditionState       = NIGHT
  27690.       Model              = NBPCenter_N
  27691.       Animation          = NBPCenter_N.NBPCenter_N
  27692.       AnimationMode      = LOOP
  27693.     End
  27694.     ;damaged
  27695.     ConditionState       = DAMAGED NIGHT
  27696.       Model              = NBPCenter_DN
  27697.       Animation          = NBPCenter_DN.NBPCenter_DN
  27698.       AnimationMode      = LOOP
  27699.       ParticleSysBone    = Smoke01 SmolderingSmoke
  27700.       ParticleSysBone    = Smoke02 SmolderingSmoke
  27701.       ParticleSysBone    = Smoke03 SmolderingSmoke
  27702.       ParticleSysBone    = Fire01 SmolderingFire
  27703.     End
  27704.     ;reallydamaged
  27705.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT
  27706.       Model              = NBPCenter_EN
  27707.       Animation          = NBPCenter_EN.NBPCenter_EN
  27708.       AnimationMode      = LOOP
  27709.       ParticleSysBone    = Smoke01 SmolderingSmoke
  27710.       ParticleSysBone    = Smoke02 SmolderingSmoke
  27711. ;      ParticleSysBone    = Smoke03 SmolderingSmoke
  27712.       ParticleSysBone    = Smoke04 SmolderingSmoke
  27713.       ParticleSysBone    = Smoke05 SmolderingSmoke
  27714.       ParticleSysBone    = Smoke06 SmolderingSmoke
  27715.       ParticleSysBone    = Fire01 SmolderingFire
  27716.       ParticleSysBone    = Fire02 SmolderingFire
  27717.       ParticleSysBone    = Fire03 SmolderingFire
  27718. ;      ParticleSysBone    = Spark01 
  27719.     End 
  27720.  
  27721.     ConditionState       = SNOW
  27722.       Model              = NBPCenter_S
  27723.       Animation          = NBPCenter_S.NBPCenter_S
  27724.       AnimationMode      = LOOP
  27725.     End
  27726.         ;damaged
  27727.     ConditionState       = DAMAGED SNOW
  27728.       Model              = NBPCenter_DS
  27729.       Animation          = NBPCenter_DS.NBPCenter_DS
  27730.       AnimationMode      = LOOP
  27731.       ParticleSysBone    = Smoke01 SmolderingSmoke
  27732.       ParticleSysBone    = Smoke02 SmolderingSmoke
  27733.       ParticleSysBone    = Smoke03 SmolderingSmoke
  27734.       ParticleSysBone    = Fire01 SmolderingFire
  27735.     End
  27736.     ;reallydamaged
  27737.     ConditionState       = REALLYDAMAGED RUBBLE SNOW
  27738.       Model              = NBPCenter_ES
  27739.       Animation          = NBPCenter_ES.NBPCenter_ES
  27740.       AnimationMode      = LOOP
  27741.       ParticleSysBone    = Smoke01 SmolderingSmoke
  27742.       ParticleSysBone    = Smoke02 SmolderingSmoke
  27743. ;      ParticleSysBone    = Smoke03 SmolderingSmoke
  27744.       ParticleSysBone    = Smoke04 SmolderingSmoke
  27745.       ParticleSysBone    = Smoke05 SmolderingSmoke
  27746.       ParticleSysBone    = Smoke06 SmolderingSmoke
  27747.       ParticleSysBone    = Fire01 SmolderingFire
  27748.       ParticleSysBone    = Fire02 SmolderingFire
  27749.       ParticleSysBone    = Fire03 SmolderingFire
  27750. ;      ParticleSysBone    = Spark01 
  27751.     End 
  27752.  
  27753.     ;night
  27754.     ConditionState       = NIGHT SNOW
  27755.       Model              = NBPCenter_NS
  27756.       Animation          = NBPCenter_NS.NBPCenter_NS
  27757.       AnimationMode      = LOOP
  27758.     End
  27759.     ;damaged
  27760.     ConditionState       = DAMAGED NIGHT SNOW
  27761.       Model              = NBPCenter_DNS
  27762.       Animation          = NBPCenter_DNS.NBPCenter_DNS
  27763.       AnimationMode      = LOOP
  27764.       ParticleSysBone    = Smoke01 SmolderingSmoke
  27765.       ParticleSysBone    = Smoke02 SmolderingSmoke
  27766.       ParticleSysBone    = Smoke03 SmolderingSmoke
  27767.       ParticleSysBone    = Fire01 SmolderingFire
  27768.     End
  27769.     ;reallydamaged
  27770.     ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
  27771.       Model              = NBPCenter_ENS
  27772.       Animation          = NBPCenter_ENS.NBPCenter_ENS
  27773.       AnimationMode      = LOOP
  27774.       ParticleSysBone    = Smoke01 SmolderingSmoke
  27775.       ParticleSysBone    = Smoke02 SmolderingSmoke
  27776. ;      ParticleSysBone    = Smoke03 SmolderingSmoke
  27777.       ParticleSysBone    = Smoke04 SmolderingSmoke
  27778.       ParticleSysBone    = Smoke05 SmolderingSmoke
  27779.       ParticleSysBone    = Smoke06 SmolderingSmoke
  27780.       ParticleSysBone    = Fire01 SmolderingFire
  27781.       ParticleSysBone    = Fire02 SmolderingFire
  27782.       ParticleSysBone    = Fire03 SmolderingFire
  27783. ;      ParticleSysBone    = Spark01 
  27784.     End 
  27785.     
  27786.     
  27787.     
  27788.         ;**************************************************************************************************************************
  27789.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  27790.     ;for this draw module
  27791.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27792.       Model              = NBPCenter
  27793.       Animation          = NBPCenter.NBPCenter
  27794.       AnimationMode      = LOOP
  27795.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27796.     End
  27797.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  27798.       Model              = NBPCenter_D
  27799.       Animation          = NBPCenter_D.NBPCenter_D
  27800.       AnimationMode      = LOOP
  27801.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27802.     End
  27803.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  27804.       Model              = NBPCenter_E
  27805.       Animation          = NBPCenter_E.NBPCenter_E
  27806.       AnimationMode      = LOOP
  27807.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27808.     End
  27809.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  27810.       Model              = NBPCenter_N
  27811.       Animation          = NBPCenter_N.NBPCenter_N
  27812.       AnimationMode      = LOOP
  27813.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27814.     End
  27815.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  27816.       Model              = NBPCenter_DN
  27817.       Animation          = NBPCenter_DN.NBPCenter_DN
  27818.       AnimationMode      = LOOP
  27819.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27820.     End
  27821.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  27822.       Model              = NBPCenter_EN
  27823.       Animation          = NBPCenter_EN.NBPCenter_EN
  27824.       AnimationMode      = LOOP
  27825.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27826.     End
  27827.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  27828.       Model              = NBPCenter_S
  27829.       Animation          = NBPCenter_S.NBPCenter_S
  27830.       AnimationMode      = LOOP
  27831.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27832.     End
  27833.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  27834.       Model              = NBPCenter_DS
  27835.       Animation          = NBPCenter_DS.NBPCenter_DS
  27836.       AnimationMode      = LOOP
  27837.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27838.     End
  27839.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  27840.       Model              = NBPCenter_ES
  27841.       Animation          = NBPCenter_ES.NBPCenter_ES
  27842.       AnimationMode      = LOOP
  27843.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27844.     End
  27845.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  27846.       Model              = NBPCenter_NS
  27847.       Animation          = NBPCenter_NS.NBPCenter_NS
  27848.       AnimationMode      = LOOP
  27849.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27850.     End
  27851.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  27852.       Model              = NBPCenter_DNS
  27853.       Animation          = NBPCenter_DNS.NBPCenter_DNS
  27854.       AnimationMode      = LOOP
  27855.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27856.     End
  27857.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  27858.       Model              = NBPCenter_ENS
  27859.       Animation          = NBPCenter_ENS.NBPCenter_ENS
  27860.       AnimationMode      = LOOP
  27861.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27862.     End
  27863.  
  27864.     ConditionState       = AWAITING_CONSTRUCTION 
  27865.       Model              = NONE
  27866.     End
  27867.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  27868.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  27869.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  27870.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  27871.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  27872.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  27873.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  27874.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  27875.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  27876.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  27877.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  27878.     AliasConditionState  = SOLD 
  27879.     AliasConditionState  = SOLD DAMAGED
  27880.     AliasConditionState  = SOLD REALLYDAMAGED
  27881.     AliasConditionState  = SOLD NIGHT
  27882.     AliasConditionState  = SOLD NIGHT DAMAGED
  27883.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  27884.     AliasConditionState  = SOLD SNOW
  27885.     AliasConditionState  = SOLD SNOW DAMAGED
  27886.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  27887.     AliasConditionState  = SOLD NIGHT SNOW
  27888.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  27889.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  27890.     ;**************************************************************************************************************************
  27891.  
  27892.  
  27893.  
  27894.  
  27895.   End  
  27896.  
  27897.   ; ----------------- the factory door -------------------
  27898.   Draw                = W3DModelDraw ModuleTag_02
  27899.     DefaultConditionState
  27900.       Model           = NBPCenter_A1
  27901.       Animation       = NBPCenter_A1.NBPCenter_A1
  27902.       AnimationMode   = MANUAL
  27903.       Flags           = START_FRAME_FIRST
  27904.     End
  27905.     AliasConditionState = NIGHT 
  27906.     AliasConditionState = SNOW
  27907.     AliasConditionState = NIGHT SNOW
  27908.     AliasConditionState = NIGHT DAMAGED
  27909.     AliasConditionState = SNOW DAMAGED
  27910.     AliasConditionState = NIGHT SNOW DAMAGED
  27911.     AliasConditionState = NIGHT REALLYDAMAGED
  27912.     AliasConditionState = SNOW REALLYDAMAGED
  27913.     AliasConditionState = NIGHT SNOW REALLYDAMAGED
  27914.  
  27915.  
  27916.     ConditionState       = AWAITING_CONSTRUCTION 
  27917.       Model              = NONE
  27918.     End
  27919.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  27920.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE
  27921.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  27922.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  27923.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED RUBBLE
  27924.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  27925.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  27926.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED RUBBLE
  27927.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  27928.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  27929.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED RUBBLE
  27930.     AliasConditionState  = SOLD 
  27931.     AliasConditionState  = SOLD DAMAGED
  27932.     AliasConditionState  = SOLD REALLYDAMAGED
  27933.     AliasConditionState  = SOLD NIGHT
  27934.     AliasConditionState  = SOLD NIGHT DAMAGED
  27935.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  27936.     AliasConditionState  = SOLD SNOW
  27937.     AliasConditionState  = SOLD SNOW DAMAGED
  27938.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  27939.     AliasConditionState  = SOLD NIGHT SNOW
  27940.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  27941.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  27942.     
  27943.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27944.       Model           = NBPCenter_A1
  27945.       Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  27946.     End
  27947.     AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27948.     AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27949.     AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27950.     AliasConditionState = NIGHT DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27951.     AliasConditionState = SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27952.     AliasConditionState = NIGHT SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27953.     AliasConditionState = NIGHT REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27954.     AliasConditionState = SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27955.     AliasConditionState = NIGHT SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  27956.     
  27957. ;    ConditionState    = DAMAGED
  27958. ;      Model           = NBPCenter_A1D
  27959. ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
  27960. ;      AnimationMode   = MANUAL
  27961. ;      Flags           = START_FRAME_FIRST
  27962. ;    End
  27963. ;    ConditionState    = REALLYDAMAGED RUBBLE
  27964. ;      Model           = NBPCenter_A1E
  27965. ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
  27966. ;      AnimationMode   = MANUAL
  27967. ;      Flags           = START_FRAME_FIRST
  27968. ;    End
  27969.  
  27970.     ConditionState    = DOOR_1_OPENING
  27971.       Model           = NBPCenter_A1
  27972.       Animation       = NBPCenter_A1.NBPCenter_A1
  27973.       AnimationMode   = ONCE
  27974.       Flags           = START_FRAME_FIRST
  27975.     End   
  27976.     AliasConditionState = NIGHT DOOR_1_OPENING
  27977.     AliasConditionState = SNOW DOOR_1_OPENING
  27978.     AliasConditionState = NIGHT SNOW DOOR_1_OPENING
  27979.     AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
  27980.     AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
  27981.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
  27982.     AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_OPENING
  27983.     AliasConditionState = SNOW REALLYDAMAGED DOOR_1_OPENING
  27984.     AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_OPENING
  27985.     
  27986.     
  27987. ;    ConditionState    = DOOR_1_OPENING DAMAGED
  27988. ;      Model           = NBPCenter_A1D
  27989. ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
  27990. ;      AnimationMode   = ONCE
  27991. ;      Flags           = START_FRAME_FIRST
  27992. ;    End   
  27993. ;    ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
  27994. ;      Model           = NBPCenter_A1E
  27995. ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
  27996. ;      AnimationMode   = ONCE
  27997. ;      Flags           = START_FRAME_FIRST
  27998. ;    End
  27999.  
  28000.     ConditionState    = DOOR_1_CLOSING
  28001.       Model           = NBPCenter_A1
  28002.       Animation       = NBPCenter_A1.NBPCenter_A1
  28003.       AnimationMode   = ONCE_BACKWARDS
  28004.       Flags           = START_FRAME_LAST
  28005.     End   
  28006.     AliasConditionState = NIGHT DOOR_1_CLOSING
  28007.     AliasConditionState = SNOW DOOR_1_CLOSING
  28008.     AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
  28009.     AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
  28010.     AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
  28011.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
  28012.     AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_CLOSING
  28013.     AliasConditionState = SNOW REALLYDAMAGED DOOR_1_CLOSING
  28014.     AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_CLOSING
  28015.     
  28016. ;    ConditionState    = DOOR_1_CLOSING DAMAGED
  28017. ;      Model           = NBPCenter_A1D
  28018. ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
  28019. ;      AnimationMode   = ONCE_BACKWARDS
  28020. ;      Flags           = START_FRAME_LAST
  28021. ;    End   
  28022. ;    ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
  28023. ;      Model           = NBPCenter_A1E
  28024. ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
  28025. ;      AnimationMode   = ONCE_BACKWARDS
  28026. ;      Flags           = START_FRAME_LAST
  28027. ;    End   
  28028.  
  28029.     ConditionState    = DOOR_1_WAITING_OPEN
  28030.       Model           = NBPCenter_A1
  28031.       Animation       = NBPCenter_A1.NBPCenter_A1
  28032.       AnimationMode   = MANUAL
  28033.       Flags           = START_FRAME_LAST
  28034.     End
  28035.     AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
  28036.     AliasConditionState = SNOW DOOR_1_WAITING_OPEN
  28037.     AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
  28038.     AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
  28039.     AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
  28040.     AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN
  28041.     AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_WAITING_OPEN
  28042.     AliasConditionState = SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN
  28043.     AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN
  28044.        
  28045. ;    ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
  28046. ;      Model           = NBPCenter_A1D
  28047. ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
  28048. ;      AnimationMode   = MANUAL
  28049. ;      Flags           = START_FRAME_LAST
  28050. ;    End   
  28051. ;    ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
  28052. ;      Model           = NBPCenter_A1E
  28053. ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
  28054. ;      AnimationMode   = MANUAL
  28055. ;      Flags           = START_FRAME_LAST
  28056. ;    End   
  28057.   End
  28058.  
  28059.   ; -------- spreading propaganda flashing lights ----------
  28060.   Draw = W3DModelDraw ModuleTag_03
  28061.     DefaultConditionState
  28062.       Model           = None
  28063.     End
  28064.     ConditionState    = SOLD
  28065.       Model           = NONE
  28066.     End    
  28067.     ConditionState    = SOLD SNOW
  28068.        Model          = NONE
  28069.     End   
  28070.     ConditionState    = SOLD NIGHT
  28071.        Model          = NONE
  28072.     End    
  28073.     ConditionState    = SOLD NIGHT SNOW
  28074.        Model          = NONE
  28075.     End   
  28076.     ConditionState    = CONSTRUCTION_COMPLETE
  28077.       Model           = NBPCenter_A2
  28078.       Animation       = NBPCenter_A2.NBPCenter_A2
  28079.       AnimationMode   = LOOP
  28080.       Flags           = START_FRAME_FIRST
  28081.     End  
  28082.   End
  28083.      
  28084.   ; ------------ construction-zone fence -----------------
  28085.   Draw                = W3DModelDraw ModuleTag_04
  28086.   AnimationsRequirePower = No
  28087.     DefaultConditionState
  28088.       Model           = None
  28089.       TransitionKey   = DOWN_DEFAULT
  28090.     End
  28091.     ConditionState    = NIGHT
  28092.       Model           = None
  28093.       TransitionKey   = DOWN_DEFAULT
  28094.     End
  28095.     ConditionState    = SNOW
  28096.       Model           = None
  28097.       TransitionKey   = DOWN_DEFAULT
  28098.     End
  28099.     ConditionState    = SNOW NIGHT
  28100.       Model           = None
  28101.       TransitionKey   = DOWN_DEFAULT
  28102.     End
  28103.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  28104.       Model           = NBPCenter_A4
  28105.       Animation       = NBPCenter_A4.NBPCenter_A4
  28106.       AnimationMode   = MANUAL
  28107.       Flags           = START_FRAME_LAST
  28108.       TransitionKey   = UP_DAY
  28109.     End
  28110.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  28111.       Model           = NBPCenter_A4N
  28112.       Animation       = NBPCenter_A4N.NBPCenter_A4N
  28113.       AnimationMode   = MANUAL
  28114.       Flags           = START_FRAME_LAST
  28115.       TransitionKey   = UP_NIGHT
  28116.     End
  28117.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  28118.       Model           = NBPCenter_A4S
  28119.       Animation       = NBPCenter_A4S.NBPCenter_A4S
  28120.       AnimationMode   = MANUAL
  28121.       Flags           = START_FRAME_LAST
  28122.       TransitionKey   = UP_SNOW
  28123.     End
  28124.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  28125.       Model           = NBPCenter_A4SN
  28126.       Animation       = NBPCenter_A4SN.NBPCenter_A4SN
  28127.       AnimationMode   = MANUAL
  28128.       Flags           = START_FRAME_LAST
  28129.       TransitionKey   = UP_SNOWNIGHT
  28130.     End
  28131.     TransitionState   = DOWN_DEFAULT UP_DAY
  28132.       Model           = NBPCenter_A4
  28133.       Animation       = NBPCenter_A4.NBPCenter_A4
  28134.       AnimationMode   = ONCE
  28135.       AnimationSpeedFactorRange = 1.0 1.0
  28136.       Flags           = START_FRAME_FIRST
  28137.     End
  28138.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  28139.       Model           = NBPCenter_A4N
  28140.       Animation       = NBPCenter_A4N.NBPCenter_A4N
  28141.       AnimationMode   = ONCE
  28142.       AnimationSpeedFactorRange = 1.0 1.0
  28143.       Flags           = START_FRAME_FIRST
  28144.     End
  28145.  
  28146.     TransitionState   = DOWN_DEFAULT UP_SNOW
  28147.       Model           = NBPCenter_A4S
  28148.       Animation       = NBPCenter_A4S.NBPCenter_A4S
  28149.       AnimationMode   = ONCE
  28150.       AnimationSpeedFactorRange = 1.0 1.0
  28151.       Flags           = START_FRAME_FIRST
  28152.     End
  28153.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  28154.       Model           = NBPCenter_A4SN
  28155.       Animation       = NBPCenter_A4SN.NBPCenter_A4SN
  28156.       AnimationMode   = ONCE
  28157.       AnimationSpeedFactorRange = 1.0 1.0
  28158.       Flags           = START_FRAME_FIRST
  28159.     End
  28160.     TransitionState   = UP_DAY DOWN_DEFAULT
  28161.       Model           = NBPCenter_A4
  28162.       Animation       = NBPCenter_A4.NBPCenter_A4
  28163.       AnimationMode   = ONCE_BACKWARDS
  28164.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28165.       Flags           = START_FRAME_LAST
  28166.     End
  28167.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  28168.       Model           = NBPCenter_A4N
  28169.       Animation       = NBPCenter_A4N.NBPCenter_A4N
  28170.       AnimationMode   = ONCE_BACKWARDS
  28171.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28172.       Flags           = START_FRAME_LAST
  28173.     End
  28174.     TransitionState   = UP_SNOW DOWN_DEFAULT
  28175.       Model           = NBPCenter_A4S
  28176.       Animation       = NBPCenter_A4S.NBPCenter_A4S
  28177.       AnimationMode   = ONCE_BACKWARDS
  28178.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28179.       Flags           = START_FRAME_LAST
  28180.     End
  28181.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  28182.       Model           = NBPCenter_A4SN
  28183.       Animation       = NBPCenter_A4SN.NBPCenter_A4SN
  28184.       AnimationMode   = ONCE_BACKWARDS
  28185.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28186.       Flags           = START_FRAME_LAST
  28187.     End
  28188.   End
  28189.  
  28190.   ; ------------ under-construction scaffolding -----------------
  28191.   Draw                = W3DModelDraw ModuleTag_05
  28192.   AnimationsRequirePower = No
  28193.     MinLODRequired = MEDIUM
  28194.     DefaultConditionState
  28195.       Model           = None
  28196.       TransitionKey   = DOWN_DEFAULT
  28197.     End
  28198.     ConditionState    = NIGHT
  28199.       Model           = None
  28200.       TransitionKey   = DOWN_DEFAULT
  28201.     End
  28202.     ConditionState    = SNOW
  28203.       Model           = None
  28204.       TransitionKey   = DOWN_DEFAULT
  28205.     End
  28206.     ConditionState    = SNOW NIGHT
  28207.       Model           = None
  28208.       TransitionKey   = DOWN_DEFAULT
  28209.     End
  28210.     ConditionState    = PARTIALLY_CONSTRUCTED
  28211.       Model           = NBPCenter_A6
  28212.       Animation       = NBPCenter_A6.NBPCenter_A6
  28213.       AnimationMode   = MANUAL
  28214.       Flags           = START_FRAME_LAST
  28215.       TransitionKey   = UP_DAY
  28216.       ParticleSysBone = Dust01 BuildingDustChina
  28217.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  28218.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  28219.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  28220.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  28221.     End
  28222.     ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
  28223.       Model           = NBPCenter_A6N
  28224.       Animation       = NBPCenter_A6N.NBPCenter_A6N
  28225.       AnimationMode   = MANUAL
  28226.       Flags           = START_FRAME_LAST
  28227.       TransitionKey   = UP_NIGHT
  28228.       ParticleSysBone = Dust01 BuildingDustChina
  28229.       ParticleSysBone = Smoke01 BuildUpSmokeChina
  28230.       ParticleSysBone = Smoke02 BuildUpSmokeChina
  28231.       ParticleSysBone = Smoke03 BuildUpSmokeChina
  28232.       ParticleSysBone = Smoke04 BuildUpSmokeChina
  28233.     End
  28234.     ConditionState    = SNOW PARTIALLY_CONSTRUCTED
  28235.       Model           = NBPCenter_A6S
  28236.       Animation       = NBPCenter_A6S.NBPCenter_A6S
  28237.       AnimationMode   = MANUAL
  28238.       Flags           = START_FRAME_LAST
  28239.       TransitionKey   = UP_SNOW
  28240.       ParticleSysBone = Dust01 BuildingSnowDust
  28241.       ParticleSysBone = Smoke01 BuildUpSnowSmoke
  28242.       ParticleSysBone = Smoke02 BuildUpSnowSmoke
  28243.       ParticleSysBone = Smoke03 BuildUpSnowSmoke
  28244.       ParticleSysBone = Smoke04 BuildUpSnowSmoke
  28245.     End
  28246.     ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
  28247.       Model           = NBPCenter_A6SN
  28248.       Animation       = NBPCenter_A6SN.NBPCenter_A6SN
  28249.       AnimationMode   = MANUAL
  28250.       Flags           = START_FRAME_LAST
  28251.       TransitionKey   = UP_SNOWNIGHT
  28252.       ParticleSysBone = Dust01 BuildingNightSnowDust
  28253.       ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
  28254.       ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
  28255.       ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
  28256.       ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
  28257.     End
  28258.     TransitionState   = DOWN_DEFAULT UP_DAY
  28259.      Model            = NBPCenter_A6
  28260.       Animation       = NBPCenter_A6.NBPCenter_A6
  28261.       AnimationMode   = ONCE
  28262.       AnimationSpeedFactorRange = 1.0 1.0
  28263.       Flags           = START_FRAME_FIRST
  28264.     End
  28265.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  28266.      Model            = NBPCenter_A6N
  28267.       Animation       = NBPCenter_A6N.NBPCenter_A6N
  28268.       AnimationMode   = ONCE
  28269.       AnimationSpeedFactorRange = 1.0 1.0
  28270.       Flags           = START_FRAME_FIRST
  28271.     End
  28272.     TransitionState   = DOWN_DEFAULT UP_SNOW
  28273.      Model            = NBPCenter_A6S
  28274.       Animation       = NBPCenter_A6S.NBPCenter_A6S
  28275.       AnimationMode   = ONCE
  28276.       AnimationSpeedFactorRange = 1.0 1.0
  28277.       Flags           = START_FRAME_FIRST
  28278.     End
  28279.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  28280.      Model            = NBPCenter_A6SN
  28281.       Animation       = NBPCenter_A6SN.NBPCenter_A6SN
  28282.       AnimationMode   = ONCE
  28283.       AnimationSpeedFactorRange = 1.0 1.0
  28284.       Flags           = START_FRAME_FIRST
  28285.     End 
  28286.     TransitionState   = UP_DAY DOWN_DEFAULT
  28287.       Model           = NBPCenter_A6
  28288.       Animation       = NBPCenter_A6.NBPCenter_A6
  28289.       AnimationMode   = ONCE_BACKWARDS
  28290.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28291.       Flags           = START_FRAME_LAST
  28292.     End
  28293.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  28294.       Model           = NBPCenter_A6N
  28295.       Animation       = NBPCenter_A6N.NBPCenter_A6N
  28296.       AnimationMode   = ONCE_BACKWARDS
  28297.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28298.       Flags           = START_FRAME_LAST
  28299.     End
  28300.     TransitionState   = UP_SNOW DOWN_DEFAULT
  28301.       Model           = NBPCenter_A6S
  28302.       Animation       = NBPCenter_A6S.NBPCenter_A6S
  28303.       AnimationMode   = ONCE_BACKWARDS
  28304.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28305.       Flags           = START_FRAME_LAST
  28306.     End
  28307.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  28308.       Model           = NBPCenter_A6SN
  28309.       Animation       = NBPCenter_A6SN.NBPCenter_A6SN
  28310.       AnimationMode   = ONCE_BACKWARDS
  28311.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28312.       Flags           = START_FRAME_LAST
  28313.     End
  28314.   End
  28315.  
  28316.   ; ------------ being-constructed crane -----------------
  28317.   Draw = W3DModelDraw ModuleTag_06
  28318.   AnimationsRequirePower = No
  28319.     DefaultConditionState
  28320.       Model           = None
  28321.       TransitionKey   = DOWN_DEFAULT
  28322.     End
  28323.     ConditionState    = NIGHT
  28324.       Model           = None
  28325.       TransitionKey   = DOWN_DEFAULT
  28326.     End
  28327.     ConditionState    = SNOW
  28328.       Model           = None
  28329.       TransitionKey   = DOWN_DEFAULT
  28330.     End
  28331.     ConditionState    = SNOW NIGHT
  28332.       Model           = None
  28333.       TransitionKey   = DOWN_DEFAULT
  28334.     End
  28335.     ConditionState    = SOLD
  28336.       Model           = NONE
  28337.     End
  28338.  
  28339.     ConditionState  = ACTIVELY_BEING_CONSTRUCTED
  28340.       Model           = NBPCenter_A5
  28341.       Animation       = NBPCenter_A5.NBPCenter_A5
  28342.       AnimationMode   = LOOP
  28343.       TransitionKey  = UP_DAY
  28344.     End
  28345.  
  28346.     ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
  28347.       Model           = NBPCenter_A5N
  28348.       Animation       = NBPCenter_A5N.NBPCenter_A5N
  28349.       AnimationMode   = LOOP
  28350.       TransitionKey  = UP_NIGHT
  28351.     End
  28352.     ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
  28353.       Model           = NBPCenter_A5S
  28354.       Animation       = NBPCenter_A5S.NBPCenter_A5S
  28355.       AnimationMode   = LOOP
  28356.       TransitionKey  = UP_SNOW
  28357.     End
  28358.     ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
  28359.       Model           = NBPCenter_A5SN
  28360.       Animation       = NBPCenter_A5SN.NBPCenter_A5SN
  28361.       AnimationMode   = LOOP
  28362.       TransitionKey  = UP_SNOWNIGHT
  28363.     End
  28364.     TransitionState   = DOWN_DEFAULT UP_DAY
  28365.       Model            = NBPCenter_AB
  28366.       Animation       = NBPCenter_AB.NBPCenter_AB
  28367.       AnimationMode   = ONCE
  28368.       AnimationSpeedFactorRange = 1.0 1.0
  28369.       Flags           = START_FRAME_FIRST
  28370.     End
  28371.  
  28372.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  28373.       Model            = NBPCenter_ABN
  28374.       Animation       = NBPCenter_ABN.NBPCenter_ABN
  28375.       AnimationMode   = ONCE
  28376.       AnimationSpeedFactorRange = 1.0 1.0
  28377.       Flags           = START_FRAME_FIRST
  28378.     End
  28379.     TransitionState   = DOWN_DEFAULT UP_SNOW
  28380.       Model            = NBPCenter_ABS
  28381.       Animation       = NBPCenter_ABS.NBPCenter_ABS
  28382.       AnimationMode   = ONCE
  28383.       AnimationSpeedFactorRange = 1.0 1.0
  28384.       Flags           = START_FRAME_FIRST
  28385.     End
  28386.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  28387.       Model            = NBPCenter_ABSN
  28388.       Animation       = NBPCenter_ABSN.NBPCenter_ABSN
  28389.       AnimationMode   = ONCE
  28390.       AnimationSpeedFactorRange = 1.0 1.0
  28391.       Flags           = START_FRAME_FIRST
  28392.     End
  28393.     TransitionState   = UP_DAY DOWN_DEFAULT
  28394.       Model            = NBPCenter_AB
  28395.       Animation       = NBPCenter_AB.NBPCenter_AB
  28396.       AnimationMode   = ONCE_BACKWARDS
  28397.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28398.       Flags           = START_FRAME_LAST
  28399.     End
  28400.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  28401.       Model            = NBPCenter_ABN
  28402.       Animation       = NBPCenter_ABN.NBPCenter_ABN
  28403.       AnimationMode   = ONCE_BACKWARDS
  28404.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28405.       Flags           = START_FRAME_LAST
  28406.     End
  28407.     TransitionState   = UP_SNOW DOWN_DEFAULT
  28408.       Model            = NBPCenter_ABS
  28409.       Animation       = NBPCenter_ABS.NBPCenter_ABS
  28410.       AnimationMode   = ONCE_BACKWARDS
  28411.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28412.       Flags           = START_FRAME_LAST
  28413.     End
  28414.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  28415.       Model            = NBPCenter_ABSN
  28416.       Animation       = NBPCenter_ABSN.NBPCenter_ABSN
  28417.       AnimationMode   = ONCE_BACKWARDS
  28418.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28419.       Flags           = START_FRAME_LAST
  28420.     End
  28421.   End
  28422.   
  28423.   PlacementViewAngle  = -45
  28424.  
  28425.   ; ***DESIGN parameters ***
  28426.   DisplayName         = OBJECT:PropagandaCenter
  28427.   Side                = China
  28428.   EditorSorting       = STRUCTURE
  28429.   Prerequisites
  28430.     Object            = ChinaWarFactory
  28431.   End
  28432.   BuildCost           = 2000
  28433.   BuildTime           = 45.0           ; in seconds
  28434.   EnergyProduction    = -2
  28435.   VisionRange         = 200.0           ; Shroud clearing distance
  28436.   ShroudClearingRange = 200
  28437.   ArmorSet
  28438.     Conditions        = None
  28439.     Armor             = StructureArmor
  28440.     DamageFX          = StructureDamageFXNoShake
  28441.   End
  28442.   CommandSet          = ChinaPropagandaCenterCommandSet
  28443.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  28444.  
  28445.  
  28446.   ; *** AUDIO Parameters ***
  28447.   VoiceSelect         = PropagandaCenterSelect
  28448.   SoundDie              = BuildingDie
  28449.   SoundOnDamaged        = BuildingDamagedStateLight
  28450.   SoundOnReallyDamaged  = BuildingDestroy
  28451.  
  28452.   UnitSpecificSounds
  28453.     UnderConstruction     = UnderConstructionLoop
  28454.   End
  28455.  
  28456.   ; *** ENGINEERING Parameters ***
  28457.   KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
  28458.   Body            = StructureBody ModuleTag_07
  28459.     MaxHealth     = 1000.0
  28460.     InitialHealth = 1000.0
  28461.   End
  28462.   Behavior = ProductionUpdate ModuleTag_10
  28463.     ;<NO DATA>
  28464.   End
  28465.   Behavior = DestroyDie ModuleTag_12
  28466.     ;<NO DATA>
  28467.   End
  28468.   Behavior  = FXListDie ModuleTag_14
  28469.     DeathFX = FX_StructureMediumDeath
  28470.   End
  28471.   Behavior                = GenerateMinefieldBehavior ModuleTag_15
  28472.     TriggeredBy           = Upgrade_ChinaMines
  28473.     MineName              = ChinaStandardMine
  28474.     SmartBorder           = Yes
  28475.     AlwaysCircular        = Yes
  28476.   End
  28477.  
  28478.   Behavior             = FlammableUpdate ModuleTag_17
  28479.     AflameDuration     = 5000    ; If I catch fire, I'll burn for this long...
  28480.     AflameDamageAmount = 5       ; taking this much damage...
  28481.     AflameDamageDelay  = 500     ; this often.
  28482.   End
  28483.  
  28484.   Behavior = OCLSpecialPower ModuleTag_99
  28485.     SpecialPowerTemplate = SPECIALWEAPON_Napalmcarpet
  28486.     OCL = SUPERWEAPON_Napalmcarpet
  28487.   End 
  28488.  
  28489.   Behavior = TransitionDamageFX ModuleTag_18
  28490.     ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  28491.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  28492.     ;---------------------------------------------------------------------------------------
  28493.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  28494.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  28495.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  28496.   End
  28497.  
  28498.   Geometry            = BOX
  28499.   GeometryMajorRadius = 33.0
  28500.   GeometryMinorRadius = 57.0
  28501.   GeometryHeight      = 40.0
  28502.   GeometryIsSmall     = No
  28503.   Shadow              = SHADOW_VOLUME
  28504.   BuildCompletion     = PLACED_BY_PLAYER
  28505.  
  28506. End
  28507.  
  28508. ;------------------------------------------------------------------------------
  28509. Object GLAFlak
  28510.  
  28511.  
  28512.   ; *** ART Parameters ***
  28513.   SelectPortrait         = SUFlak
  28514.   ButtonImage            = SUFlak
  28515.   Draw                    = W3DModelDraw ModuleTag_01
  28516.     OkToChangeModelColor  = Yes
  28517.  
  28518. ;--------------------- IDLE --------------------------------------------------
  28519. ;-------------------------------------------------------------------------------    
  28520.     
  28521.     ; DAY
  28522.     DefaultConditionState 
  28523.       Model               = Flak
  28524. ;      Animation           = NBGattling_A2.NBGattling_A2
  28525. ;      AnimationMode       = MANUAL
  28526.       Turret              = TURRET
  28527.       TurretPitch         = TURRETEL
  28528.       WeaponRecoilBone    = PRIMARY BARREL
  28529.       WeaponFireFXBone    = PRIMARY WeaponA
  28530.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28531.     End
  28532.     ConditionState        = DAMAGED
  28533.       Model               = Flak
  28534. ;      Animation           = NBGattling_A2.NBGattling_A2
  28535. ;      AnimationMode       = MANUAL
  28536.       Turret              = TURRET
  28537.       TurretPitch         = TURRETEL
  28538.       WeaponRecoilBone    = PRIMARY BARREL
  28539.       WeaponFireFXBone    = PRIMARY WeaponA
  28540.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28541.     End
  28542.     ConditionState        = REALLYDAMAGED RUBBLE
  28543.       Model               = Flak
  28544. ;      Animation           = NBGattling_A2.NBGattling_A2
  28545. ;      AnimationMode       = MANUAL
  28546.       Turret              = TURRET
  28547.       TurretPitch         = TURRETEL
  28548.       WeaponRecoilBone    = PRIMARY BARREL
  28549.       WeaponFireFXBone    = PRIMARY WeaponA
  28550.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28551.     End
  28552.     
  28553.     ; NIGHT    --------------------------------------------------------------- 
  28554.     ConditionState        = NIGHT
  28555.       Model               = Flak
  28556. ;      Animation           = NBGattling_A2.NBGattling_A2
  28557. ;      AnimationMode       = MANUAL
  28558.       Turret              = TURRET
  28559.       TurretPitch         = TURRETEL
  28560.       WeaponRecoilBone    = PRIMARY BARREL
  28561.       WeaponFireFXBone    = PRIMARY WeaponA
  28562.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28563.     End
  28564.     ConditionState        = DAMAGED NIGHT
  28565.       Model               = Flak
  28566. ;      Animation           = NBGattling_A2.NBGattling_A2
  28567. ;      AnimationMode       = MANUAL
  28568.       Turret              = TURRET
  28569.       TurretPitch         = TURRETEL
  28570.       WeaponRecoilBone    = PRIMARY BARREL
  28571.       WeaponFireFXBone    = PRIMARY WeaponA
  28572.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28573.     End
  28574.     ConditionState        = REALLYDAMAGED RUBBLE NIGHT
  28575.       Model               = Flak
  28576. ;      Animation           = NBGattling_A2.NBGattling_A2
  28577. ;      AnimationMode       = MANUAL
  28578.       Turret              = TURRET
  28579.       TurretPitch         = TURRETEL
  28580.       WeaponRecoilBone    = PRIMARY BARREL
  28581.       WeaponFireFXBone    = PRIMARY WeaponA
  28582.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28583.     End
  28584.     
  28585.     
  28586.     ;SNOW    --------------------------------------------------------------- 
  28587.     ConditionState         = SNOW
  28588.       Model               = Flak
  28589. ;      Animation           = NBGattling_A2.NBGattling_A2
  28590. ;      AnimationMode       = MANUAL
  28591.       Turret              = TURRET
  28592.       TurretPitch         = TURRETEL
  28593.       WeaponRecoilBone    = PRIMARY BARREL
  28594.       WeaponFireFXBone    = PRIMARY WeaponA
  28595.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28596.     End
  28597.     
  28598.     ConditionState        = DAMAGED SNOW
  28599.       Model               = Flak
  28600. ;      Animation           = NBGattling_A2.NBGattling_A2
  28601. ;      AnimationMode       = MANUAL
  28602.       Turret              = TURRET
  28603.       TurretPitch         = TURRETEL
  28604.       WeaponRecoilBone    = PRIMARY BARREL
  28605.       WeaponFireFXBone    = PRIMARY WeaponA
  28606.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28607.     End
  28608.     
  28609.     ConditionState        = REALLYDAMAGED RUBBLE SNOW
  28610.       Model               = Flak
  28611. ;      Animation           = NBGattling_A2.NBGattling_A2
  28612. ;      AnimationMode       = MANUAL
  28613.       Turret              = TURRET
  28614.       TurretPitch         = TURRETEL
  28615.       WeaponRecoilBone    = PRIMARY BARREL
  28616.       WeaponFireFXBone    = PRIMARY WeaponA
  28617.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28618.     End
  28619.     
  28620.  
  28621.     ; NIGHT SNOW    --------------------------------------------------------------- 
  28622.     ConditionState         = NIGHT SNOW
  28623.       Model               = Flak
  28624. ;      Animation           = NBGattling_A2.NBGattling_A2
  28625. ;      AnimationMode       = MANUAL
  28626.       Turret              = TURRET
  28627.       TurretPitch         = TURRETEL
  28628.       WeaponRecoilBone    = PRIMARY BARREL
  28629.       WeaponFireFXBone    = PRIMARY WeaponA
  28630.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28631.     End
  28632.     
  28633.     ConditionState        = DAMAGED NIGHT SNOW
  28634.       Model               = Flak
  28635. ;      Animation           = NBGattling_A2.NBGattling_A2
  28636. ;      AnimationMode       = MANUAL
  28637.       Turret              = TURRET
  28638.       TurretPitch         = TURRETEL
  28639.       WeaponRecoilBone    = PRIMARY BARREL
  28640.       WeaponFireFXBone    = PRIMARY WeaponA
  28641.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28642.     End
  28643.     
  28644.     ConditionState        = REALLYDAMAGED RUBBLE NIGHT SNOW
  28645.       Model               = Flak
  28646. ;      Animation           = NBGattling_A2.NBGattling_A2
  28647. ;      AnimationMode       = MANUAL
  28648.       Turret              = TURRET
  28649.       TurretPitch         = TURRETEL
  28650.       WeaponRecoilBone    = PRIMARY BARREL
  28651.       WeaponFireFXBone    = PRIMARY WeaponA
  28652.       WeaponMuzzleFlash   = PRIMARY WeaponA
  28653.     End
  28654.     
  28655.         ;**************************************************************************************************************************
  28656.     ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  28657.     ;for this draw module
  28658.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  28659.       Model              = Flak
  28660.      ; Animation          = UBStingerS.UBStingerS
  28661.      ; AnimationMode      = LOOP
  28662.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28663.     End
  28664.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  28665.       Model              = Flak
  28666.      ; Animation          = UBStingerS_D.UBStingerS_D
  28667.      ; AnimationMode      = LOOP
  28668.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28669.     End
  28670.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
  28671.       Model              = Flak
  28672.      ; Animation          = UBStingerS_E.UBStingerS_E
  28673.      ; AnimationMode      = LOOP
  28674.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28675.     End
  28676.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  28677.       Model              = Flak
  28678.      ; Animation          = UBStingerS_N.UBStingerS_N
  28679.      ; AnimationMode      = LOOP
  28680.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28681.     End
  28682.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
  28683.       Model              = Flak
  28684.      ; Animation          = UBStingerS_DN.UBStingerS_DN
  28685.      ; AnimationMode      = LOOP
  28686.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28687.     End
  28688.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
  28689.       Model              = Flak
  28690.      ; Animation          = UBStingerS_EN.UBStingerS_EN
  28691.      ; AnimationMode      = LOOP
  28692.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28693.     End
  28694.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  28695.       Model              = Flak
  28696.      ; Animation          = UBStingerS_S.UBStingerS_S
  28697.      ; AnimationMode      = LOOP
  28698.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28699.     End
  28700.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
  28701.       Model              = Flak
  28702.      ; Animation          = UBStingerS_DS.UBStingerS_DS
  28703.      ; AnimationMode      = LOOP
  28704.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28705.     End
  28706.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
  28707.       Model              = Flak
  28708.      ; Animation          = UBStingerS_ES.UBStingerS_ES
  28709.      ; AnimationMode      = LOOP
  28710.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28711.     End
  28712.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
  28713.       Model              = Flak
  28714.      ; Animation          = UBStingerS_NS.UBStingerS_NS
  28715.      ; AnimationMode      = LOOP
  28716.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28717.     End
  28718.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
  28719.       Model              = Flak
  28720.      ; Animation          = UBStingerS_DNS.UBStingerS_DNS
  28721.      ; AnimationMode      = LOOP
  28722.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28723.     End
  28724.     ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
  28725.       Model              = Flak
  28726.      ; Animation          = UBStingerS_ENS.UBStingerS_ENS
  28727.      ; AnimationMode      = LOOP
  28728.       Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  28729.     End
  28730.  
  28731.     ConditionState       = AWAITING_CONSTRUCTION 
  28732.       Model              = NONE
  28733.     End
  28734.     AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
  28735.     AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
  28736.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
  28737.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
  28738.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  28739.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW
  28740.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
  28741.     AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  28742.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
  28743.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  28744.     AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  28745.     AliasConditionState  = SOLD 
  28746.     AliasConditionState  = SOLD DAMAGED
  28747.     AliasConditionState  = SOLD REALLYDAMAGED
  28748.     AliasConditionState  = SOLD NIGHT
  28749.     AliasConditionState  = SOLD NIGHT DAMAGED
  28750.     AliasConditionState  = SOLD NIGHT REALLYDAMAGED
  28751.     AliasConditionState  = SOLD SNOW
  28752.     AliasConditionState  = SOLD SNOW DAMAGED
  28753.     AliasConditionState  = SOLD SNOW REALLYDAMAGED
  28754.     AliasConditionState  = SOLD NIGHT SNOW
  28755.     AliasConditionState  = SOLD NIGHT SNOW DAMAGED
  28756.     AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  28757.     ;**************************************************************************************************************************
  28758.  
  28759.   
  28760.   End
  28761.   ; ------------ construction-zone fence -----------------
  28762.   Draw = W3DModelDraw ModuleTag_02
  28763.   AnimationsRequirePower = No
  28764.     DefaultConditionState
  28765.       Model           = None
  28766.       TransitionKey   = DOWN_DEFAULT
  28767.     End
  28768.     ConditionState    = NIGHT
  28769.       Model           = None
  28770.       TransitionKey   = DOWN_DEFAULT
  28771.     End
  28772.     ConditionState    = SNOW
  28773.       Model           = None
  28774.       TransitionKey   = DOWN_DEFAULT
  28775.     End
  28776.     ConditionState    = SNOW NIGHT
  28777.       Model           = None
  28778.       TransitionKey   = DOWN_DEFAULT
  28779.     End
  28780.     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  28781.       Model           = UBUndTunn_A4
  28782.       Animation       = UBUndTunn_A4.UBUndTunn_A4
  28783.       AnimationMode   = MANUAL
  28784.       Flags           = START_FRAME_LAST
  28785.       TransitionKey   = UP_DAY
  28786.     End
  28787.     ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  28788.       Model           = UBUndTunn_A4N
  28789.       Animation       = UBUndTunn_A4N.UBUndTunn_A4N
  28790.       AnimationMode   = MANUAL
  28791.       Flags           = START_FRAME_LAST
  28792.       TransitionKey   = UP_NIGHT
  28793.     End
  28794.     ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  28795.       Model           = UBUndTunn_A4S
  28796.       Animation       = UBUndTunn_A4S.UBUndTunn_A4S
  28797.       AnimationMode   = MANUAL
  28798.       Flags           = START_FRAME_LAST
  28799.       TransitionKey   = UP_SNOW
  28800.     End
  28801.     ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  28802.       Model           = UBUndTunn_A4SN
  28803.       Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
  28804.       AnimationMode   = MANUAL
  28805.       Flags           = START_FRAME_LAST
  28806.       TransitionKey   = UP_SNOWNIGHT
  28807.     End
  28808.     TransitionState   = DOWN_DEFAULT UP_DAY
  28809.       Model           = UBUndTunn_A4
  28810.       Animation       = UBUndTunn_A4.UBUndTunn_A4
  28811.       AnimationMode   = ONCE
  28812.       AnimationSpeedFactorRange = 1.0 1.0
  28813.       Flags           = START_FRAME_FIRST
  28814.     End
  28815.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  28816.       Model           = UBUndTunn_A4N
  28817.       Animation       = UBUndTunn_A4N.UBUndTunn_A4N
  28818.       AnimationMode   = ONCE
  28819.       AnimationSpeedFactorRange = 1.0 1.0
  28820.       Flags           = START_FRAME_FIRST
  28821.     End
  28822.     TransitionState   = DOWN_DEFAULT UP_SNOW
  28823.       Model           = UBUndTunn_A4S
  28824.       Animation       = UBUndTunn_A4S.UBUndTunn_A4S
  28825.       AnimationMode   = ONCE
  28826.       AnimationSpeedFactorRange = 1.0 1.0
  28827.       Flags           = START_FRAME_FIRST
  28828.     End
  28829.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  28830.       Model           = UBUndTunn_A4SN
  28831.       Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
  28832.       AnimationMode   = ONCE
  28833.       AnimationSpeedFactorRange = 1.0 1.0
  28834.       Flags           = START_FRAME_FIRST
  28835.     End
  28836.     TransitionState   = UP_DAY DOWN_DEFAULT
  28837.       Model           = UBUndTunn_A4
  28838.       Animation       = UBUndTunn_A4.UBUndTunn_A4
  28839.       AnimationMode   = ONCE_BACKWARDS
  28840.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28841.       Flags           = START_FRAME_LAST
  28842.     End
  28843.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  28844.       Model           = UBUndTunn_A4N
  28845.       Animation       = UBUndTunn_A4N.UBUndTunn_A4N
  28846.       AnimationMode   = ONCE_BACKWARDS
  28847.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28848.       Flags           = START_FRAME_LAST
  28849.     End
  28850.     TransitionState   = UP_SNOW DOWN_DEFAULT
  28851.       Model           = UBUndTunn_A4S
  28852.       Animation       = UBUndTunn_A4S.UBUndTunn_A4S
  28853.       AnimationMode   = ONCE_BACKWARDS
  28854.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28855.       Flags           = START_FRAME_LAST
  28856.     End
  28857.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  28858.       Model           = UBUndTunn_A4SN
  28859.       Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
  28860.       AnimationMode   = ONCE_BACKWARDS
  28861.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28862.       Flags           = START_FRAME_LAST
  28863.     End
  28864.   End
  28865.  
  28866.   ; ------------ under-construction scaffolding -----------------
  28867.   Draw = W3DModelDraw ModuleTag_03
  28868.   AnimationsRequirePower = No
  28869.     DefaultConditionState
  28870.       Model           = None
  28871.       TransitionKey   = DOWN_DEFAULT
  28872.     End
  28873.     ConditionState    = NIGHT
  28874.       Model           = None
  28875.       TransitionKey   = DOWN_DEFAULT
  28876.     End
  28877.     ConditionState    = SNOW
  28878.       Model           = None
  28879.       TransitionKey   = DOWN_DEFAULT
  28880.     End
  28881.     ConditionState    = SNOW NIGHT
  28882.       Model           = None
  28883.       TransitionKey   = DOWN_DEFAULT
  28884.     End
  28885.     ConditionState    =  PARTIALLY_CONSTRUCTED 
  28886.       Model           = UBUndTunn_A6
  28887.       Animation       = UBUndTunn_A6.UBUndTunn_A6
  28888.       AnimationMode   = MANUAL
  28889.       Flags           = START_FRAME_LAST
  28890.       TransitionKey   = UP_DAY
  28891.     End
  28892.     ConditionState    = NIGHT  PARTIALLY_CONSTRUCTED 
  28893.       Model           = UBUndTunn_A6N
  28894.       Animation       = UBUndTunn_A6N.UBUndTunn_A6N
  28895.       AnimationMode   = MANUAL
  28896.       Flags           = START_FRAME_LAST
  28897.       TransitionKey   = UP_NIGHT
  28898.     End
  28899.     ConditionState    = SNOW  PARTIALLY_CONSTRUCTED 
  28900.       Model           = UBUndTunn_A6S
  28901.       Animation       = UBUndTunn_A6S.UBUndTunn_A6S
  28902.       AnimationMode   = MANUAL
  28903.       Flags           = START_FRAME_LAST
  28904.       TransitionKey   = UP_SNOW
  28905.     End
  28906.     ConditionState    = SNOW NIGHT  PARTIALLY_CONSTRUCTED 
  28907.       Model           = UBUndTunn_A6SN
  28908.       Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
  28909.       AnimationMode   = MANUAL
  28910.       Flags           = START_FRAME_LAST
  28911.       TransitionKey   = UP_SNOWNIGHT
  28912.     End
  28913.     TransitionState   = DOWN_DEFAULT UP_DAY
  28914.       Model           = UBUndTunn_A6
  28915.       Animation       = UBUndTunn_A6.UBUndTunn_A6
  28916.       AnimationMode   = ONCE
  28917.       AnimationSpeedFactorRange = 1.0 1.0
  28918.       Flags           = START_FRAME_FIRST
  28919.     End
  28920.     TransitionState   = DOWN_DEFAULT UP_NIGHT
  28921.       Model           = UBUndTunn_A6N
  28922.       Animation       = UBUndTunn_A6N.UBUndTunn_A6N
  28923.       AnimationMode   = ONCE
  28924.       AnimationSpeedFactorRange = 1.0 1.0
  28925.       Flags           = START_FRAME_FIRST
  28926.     End
  28927.     TransitionState   = DOWN_DEFAULT UP_SNOW
  28928.       Model           = UBUndTunn_A6S
  28929.       Animation       = UBUndTunn_A6S.UBUndTunn_A6S
  28930.       AnimationMode   = ONCE
  28931.       AnimationSpeedFactorRange = 1.0 1.0
  28932.       Flags           = START_FRAME_FIRST
  28933.     End
  28934.     TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
  28935.       Model           = UBUndTunn_A6SN
  28936.       Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
  28937.       AnimationMode   = ONCE
  28938.       AnimationSpeedFactorRange = 1.0 1.0
  28939.       Flags           = START_FRAME_FIRST
  28940.     End
  28941.     TransitionState   = UP_DAY DOWN_DEFAULT
  28942.       Model           = UBUndTunn_A6
  28943.       Animation       = UBUndTunn_A6.UBUndTunn_A6
  28944.       AnimationMode   = ONCE_BACKWARDS
  28945.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28946.       Flags           = START_FRAME_LAST
  28947.     End
  28948.     TransitionState   = UP_NIGHT DOWN_DEFAULT
  28949.       Model           = UBUndTunn_A6N
  28950.       Animation       = UBUndTunn_A6N.UBUndTunn_A6N
  28951.       AnimationMode   = ONCE_BACKWARDS
  28952.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28953.       Flags           = START_FRAME_LAST
  28954.     End
  28955.     TransitionState   = UP_SNOW DOWN_DEFAULT
  28956.       Model           = UBUndTunn_A6S
  28957.       Animation       = UBUndTunn_A6S.UBUndTunn_A6S
  28958.       AnimationMode   = ONCE_BACKWARDS
  28959.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28960.       Flags           = START_FRAME_LAST
  28961.     End
  28962.     TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
  28963.       Model           = UBUndTunn_A6SN
  28964.       Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
  28965.       AnimationMode   = ONCE_BACKWARDS
  28966.       AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
  28967.       Flags           = START_FRAME_LAST
  28968.     End
  28969.   End
  28970.  
  28971.   PlacementViewAngle = -135
  28972.  
  28973.   ; ***DESIGN parameters ***
  28974.   DisplayName      = OBJECT:Flak
  28975.   Side             = GLA
  28976.   EditorSorting    = STRUCTURE
  28977.   Prerequisites
  28978.     Object         = GLABarracks
  28979.   End
  28980.   BuildCost        = 1200
  28981.   BuildTime        = 25.0           ; in seconds
  28982. ;  EnergyProduction = -3
  28983.  
  28984.   ExperienceValue     = 200 200 200 200  ; Experience point value at each level
  28985.  
  28986.   WeaponSet
  28987.     Conditions          = None 
  28988.     Weapon              = PRIMARY FlakWeapon
  28989.     AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
  28990.     PreferredAgainst    = PRIMARY BALLISTIC_MISSILE AIRCRAFT
  28991.   End
  28992.   
  28993.   VisionRange      = 400.0           ; Shroud clearing distance AND targeting range
  28994.   ShroudClearingRange = 360
  28995.   
  28996.   ArmorSet
  28997.     Conditions     = None
  28998.     Armor          = BaseDefenseArmor
  28999.     DamageFX       = StructureDamageFXNoShake
  29000.   End
  29001.   CommandSet       = GLAStingerSiteCommandSet
  29002.  
  29003.   ;Behavior = AIUpdateInterface ModuleTag_20
  29004.   ;  AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
  29005.   ;  MoodAttackCheckRate        = 250
  29006.   ;End
  29007.  
  29008.   ; *** AUDIO Parameters ***
  29009.   VoiceSelect      = GattlingCannonSelect
  29010.   SoundDie              = BuildingDie
  29011.   SoundOnDamaged        = BuildingDamagedStateLight
  29012.   SoundOnReallyDamaged  = BuildingDestroy
  29013.  
  29014.   UnitSpecificSounds
  29015.     UnderConstruction     = UnderConstructionLoop
  29016.     VoiceRapidFire        = NoSound
  29017.   End
  29018.  
  29019.   UnitSpecificSounds
  29020.     TurretMoveStart = NoSound
  29021.     TurretMoveLoop  = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud
  29022.   End
  29023.  
  29024.   ; *** ENGINEERING Parameters ***
  29025.   RadarPriority     = STRUCTURE
  29026.   KindOf            = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
  29027.   Body              = StructureBody ModuleTag_05
  29028.     MaxHealth       = 1000.0
  29029.     InitialHealth   = 1000.0
  29030.   End
  29031.  
  29032.   Behavior = StealthDetectorUpdate ModuleTag_13
  29033.     DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
  29034.     DetectionRange   = 200   ;Dustin, enable this for independant balancing!
  29035.     CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
  29036.     CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  29037.   End
  29038.  
  29039.   Behavior = AIUpdateInterface ModuleTag_06
  29040.     Turret
  29041.       ControlledWeaponSlots = PRIMARY
  29042.       TurretTurnRate      = 200   // turn rate, in degrees per sec
  29043.       TurretPitchRate     = 200
  29044.       AllowsPitch         = Yes
  29045.       FiresWhileTurning   = Yes
  29046.       NaturalTurretPitch  = 40 ; this keeps it aimed half way between land and sky
  29047.       MinIdleScanInterval   = 200    ; in milliseconds
  29048.       MaxIdleScanInterval   = 200   ; in milliseconds
  29049.       MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
  29050.       MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
  29051.     End
  29052.     AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
  29053.     MoodAttackCheckRate        = 250
  29054.   End
  29055.  
  29056.   Behavior = ProductionUpdate ModuleTag_07
  29057.     ; nothing, but is required if we have any Object-level Upgrades!
  29058.   End
  29059.  
  29060.   Behavior             = DestroyDie ModuleTag_08
  29061.     ;nothing
  29062.   End
  29063.   Behavior             = FXListDie ModuleTag_09
  29064.     DeathFX       = FX_StructureTinyDeath
  29065.   End
  29066.  
  29067.   Behavior = ProductionUpdate ModuleTag_10
  29068.     ; nothing
  29069.   End
  29070.   
  29071.   Behavior        = CreateObjectDie ModuleTag_11
  29072.     CreationList  = OCL_LargeStructureDebris
  29073.   End
  29074.  
  29075.   Behavior = FlammableUpdate ModuleTag_12
  29076.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  29077.     AflameDamageAmount = 5       ; taking this much damage...
  29078.     AflameDamageDelay = 500       ; this often.
  29079.   End
  29080.  
  29081.   Behavior = TransitionDamageFX ModuleTag_14
  29082.     ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
  29083.     DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
  29084.     ;---------------------------------------------------------------------------------------
  29085.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
  29086.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
  29087.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  29088.   End
  29089.  
  29090.   Geometry            = BOX
  29091.   GeometryMajorRadius = 8.0
  29092.   GeometryMinorRadius = 8.0
  29093.   GeometryHeight      = 20.0
  29094.   GeometryIsSmall     = No      
  29095.   Shadow              = SHADOW_VOLUME
  29096.   BuildCompletion     = PLACED_BY_PLAYER
  29097.  
  29098. End
  29099.  
  29100. ;------------------------------------------------------------------------------
  29101. Object GLATent
  29102.  
  29103.   ; *** ART Parameters ***
  29104.   Draw = W3DModelDraw ModuleTag_01
  29105.   OkToChangeModelColor = Yes
  29106.   
  29107.     ; day
  29108.     ConditionState = NONE
  29109.       Model         = CBTTent04
  29110.     End
  29111.     ConditionState = DAMAGED
  29112.       Model         = CBTTent04_D
  29113.     End
  29114.     ConditionState = REALLYDAMAGED
  29115.       Model         = CBTTent04_E
  29116.     End
  29117.     ConditionState = RUBBLE
  29118.       Model         = CBTTent04_R
  29119.     End
  29120.  
  29121.     ; day garrisoned
  29122.     ConditionState = GARRISONED
  29123.       Model         = CBTTent04_G
  29124.       Animation     = CBTTent04_G.CBTTent04_G
  29125.       AnimationMode = LOOP
  29126.     End
  29127.     ConditionState = DAMAGED GARRISONED
  29128.       Model         = CBTTent04_DG
  29129.       Animation     = CBTTent04_DG.CBTTent04_DG
  29130.       AnimationMode = LOOP
  29131.     End
  29132.     
  29133.     ; night
  29134.     ConditionState = NIGHT
  29135.       Model         = CBTTent04_N
  29136.     End
  29137.     ConditionState = DAMAGED NIGHT
  29138.       Model         = CBTTent04_DN
  29139.     End
  29140.     ConditionState = REALLYDAMAGED NIGHT
  29141.       Model         = CBTTent04_EN
  29142.     End
  29143.     ConditionState = RUBBLE NIGHT
  29144.       Model         = CBTTent04_RN
  29145.     End
  29146.  
  29147.     ; night garrisoned
  29148.     ConditionState = NIGHT GARRISONED
  29149.       Model         = CBTTent04_NG
  29150.       Animation     = CBTTent04_NG.CBTTent04_NG
  29151.       AnimationMode = LOOP
  29152.     End
  29153.     ConditionState = DAMAGED NIGHT GARRISONED
  29154.       Model         = CBTTent04_DNG
  29155.       Animation     = CBTTent04_DNG.CBTTent04_DNG
  29156.       AnimationMode = LOOP
  29157.     End
  29158.     
  29159.     
  29160.       
  29161.     ; Snow
  29162.     ConditionState = SNOW
  29163.       Model         = CBTTent04_S
  29164.     End
  29165.     ConditionState = DAMAGED SNOW
  29166.       Model         = CBTTent04_DS
  29167.     End
  29168.     ConditionState = REALLYDAMAGED SNOW
  29169.       Model         = CBTTent04_ES
  29170.     End
  29171.     ConditionState = RUBBLE SNOW
  29172.       Model         = CBTTent04_RS
  29173.     End
  29174.  
  29175.  
  29176.     ; snow garrisoned
  29177.     ConditionState = SNOW GARRISONED
  29178.       Model         = CBTTent04_SG
  29179.       Animation     = CBTTent04_SG.CBTTent04_SG
  29180.       AnimationMode = LOOP
  29181.     End
  29182.     ConditionState = DAMAGED SNOW GARRISONED
  29183.       Model         = CBTTent04_DSG
  29184.       Animation     = CBTTent04_DSG.CBTTent04_DSG
  29185.       AnimationMode = LOOP
  29186.     End
  29187.     
  29188.     ; night snow
  29189.     ConditionState = SNOW NIGHT
  29190.       Model         = CBTTent04_SN
  29191.     End
  29192.     ConditionState = DAMAGED SNOW NIGHT
  29193.       Model         = CBTTent04_DSN
  29194.     End
  29195.     ConditionState = REALLYDAMAGED SNOW NIGHT
  29196.       Model         = CBTTent04_ESN
  29197.     End
  29198.     ConditionState = RUBBLE SNOW NIGHT
  29199.       Model         = CBTTent04_RSN
  29200.     End
  29201.     
  29202.     ; night snow garrisoned
  29203.     ConditionState = SNOW NIGHT GARRISONED
  29204.       Model         = CBTTent04_SNG
  29205.       Animation     = CBTTent04_SNG.CBTTent04_SNG
  29206.       AnimationMode = LOOP
  29207.     End
  29208.     ConditionState = DAMAGED SNOW NIGHT GARRISONED
  29209.       Model         = CBTTent04_DSNG
  29210.       Animation     = CBTTent04_DSNG.CBTTent04_DSNG
  29211.       AnimationMode = LOOP
  29212.     End
  29213.   End
  29214.  
  29215.   ; ***DESIGN parameters ***
  29216.   DisplayName      = OBJECT:Tent
  29217.   EditorSorting   = STRUCTURE
  29218.   Prerequisites
  29219.      Object            = TentUpgrade
  29220.   End
  29221.   VisionRange         = 150
  29222.   ShroudClearingRange = 500
  29223.   BuildCost = 800
  29224.   BuildTime = 10.0          ;in seconds  
  29225.   ArmorSet
  29226.     Conditions      = None
  29227.     Armor           = StructureArmor
  29228.     DamageFX        = StructureDamageFXNoShake
  29229.   End
  29230.  
  29231.   ; *** ENGINEERING Parameters ***  
  29232.   KindOf                = STRUCTURE SELECTABLE IMMOBILE
  29233.   Body                  = ActiveBody ModuleTag_02
  29234.     MaxHealth       = 200.0
  29235.     InitialHealth   = 200.0
  29236.   End
  29237.   Behavior = GarrisonContain ModuleTag_03
  29238.     ContainMax          = 10
  29239.     EnterSound        = GarrisonEnter
  29240.     ExitSound         = GarrisonExit
  29241.   End
  29242.  
  29243.   Behavior = FlammableUpdate ModuleTag_05
  29244.     FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
  29245.     FlameDamageExpiration = 2000  ;in a span of this long
  29246.     AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  29247.     AflameDamageAmount = 25       ; taking this much damage...
  29248.     AflameDamageDelay = 500       ; this often.
  29249.   End
  29250.   
  29251.   Behavior = TransitionDamageFX ModuleTag_06
  29252.     ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
  29253.     DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  29254.     ;---------------------------------------------------------------------------------------
  29255.     ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  29256.     ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  29257.     ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  29258.     ;---------------------------------------------------------------------------------------
  29259.     RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  29260.     RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  29261.     RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  29262.     RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  29263.    
  29264.   End
  29265.  
  29266.   Behavior = StealthUpdate ModuleTag_99
  29267.     StealthDelay                = 2000 ; msec
  29268.     StealthForbiddenConditions  = FIRING_PRIMARY
  29269.     HintDetectableConditions    = IS_FIRING_WEAPON 
  29270.     FriendlyOpacityMin          = 50.0%
  29271.     FriendlyOpacityMax          = 100.0%
  29272.     InnateStealth               = Yes
  29273.     OrderIdleEnemiesToAttackMeUponReveal  = Yes
  29274.   End
  29275.   
  29276.   Geometry              = BOX
  29277.   GeometryMajorRadius   = 45.0
  29278.   GeometryMinorRadius   = 26.0
  29279.   GeometryHeight        = 10.0
  29280.   GeometryIsSmall       = No
  29281.   Shadow                = SHADOW_VOLUME
  29282.  
  29283. End