home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar Special 2004 March
/
GSSH0304CD1.iso
/
CCGeneraele
/
OperationThunderstorm
/
thunderstorm1-0.big
/
Data_ini_Object_FactionBuilding.ini
< prev
next >
Wrap
Text File
|
2004-01-28
|
1MB
|
29,283 lines
; FILE: FactionBuilding.ini ///////////////////////////////////////////////////
; This file contains only buildings that are part of a player or faction.
; Typically these are the buildings that can be build by the player or
; are part of a base. Objects related to these buildings also appear
; in this file such as debris.
;//////////////////////////////////////////////////////////////////////////////
;------------------------------------------------------------------------------
;Note that we must have this GLA Hole defined before we do any of the
;object reskins with it later in this file
;------------------------------------------------------------------------------
Object GLAHole
; *** ART Parameters ***
SelectPortrait = SUHole_L
ButtonImage = SUHole_L
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
; ----------------- the door -------------------
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
DefaultConditionState
Model = UBHole_A1
Animation = UBHole_A1.UBHole_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = SOLD
Model = NONE
End
ConditionState = SOLD SNOW
Model = NONE
End
ConditionState = SOLD NIGHT
Model = NONE
End
ConditionState = SOLD NIGHT SNOW
Model = NONE
End
ConditionState = DAMAGED
Model = UBHole_A1D
Animation = UBHole_A1D.UBHole_A1D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING
Model = UBHole_A1
Animation = UBHole_A1.UBHole_A1
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING DAMAGED
Model = UBHole_A1D
Animation = UBHole_A1D.UBHole_A1D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = UBHole_A1
Animation = UBHole_A1.UBHole_A1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_CLOSING DAMAGED
Model = UBHole_A1D
Animation = UBHole_A1D.UBHole_A1D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_WAITING_OPEN
Model = UBHole_A1
Animation = UBHole_A1.UBHole_A1
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = UBHole_A1D
Animation = UBHole_A1D.UBHole_A1D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:GLAHole
Side = GLA
EditorSorting = SYSTEM
Prerequisites
Object = GLACommandCenter
End
BuildCost = 100
BuildTime = 10.0 ; in seconds
EnergyProduction = 0
VisionRange = 50.0 ; Shroud clearing distance
ShroudClearingRange = 50
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
VoiceSelect = TunnelNetworkSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE IMMUNE_TO_CAPTURE SCORE_DESTROY MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_03
; To set the health for a particular hole, edit the entry in the object
; that will leave the hole behind (edit the RebuildHoleExposeDie entry)
MaxHealth = 9999999.9 ;bigger than anything realistic we use
InitialHealth = 9999999.9 ;bigger than anything realistic we use
End
Behavior = RebuildHoleBehavior ModuleTag_04
WorkerObjectName = GLAInfantryWorker
WorkerRespawnDelay = 20000 ;in milliseconds
HoleHealthRegen%PerSecond = 0.5% ;regen this % of HoleMaxHealth per second
End
Behavior = CreateObjectDie ModuleTag_13
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_14
DeathFX = FX_StructureSmallDeath
End
Geometry = CYLINDER
GeometryMajorRadius = 25.0
GeometryHeight = 5.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object AmericaCommandCenter
; *** ART Parameters ***
SelectPortrait = SAComCentr_L
ButtonImage = SAComCentr
; ----------------- Main Building ------------------------
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day ******************************************
ConditionState = NONE
Model = ABBtCmdHQ
Animation = ABBtCmdHQ.ABBtCmdHQ
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ABBtCmdHQ_D
Animation = ABBtCmdHQ_D.ABBtCmdHQ_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABBtCmdHQ_E
Animation = ABBtCmdHQ_E.ABBtCmdHQ_E
AnimationMode = LOOP
End
; night ****************************************
ConditionState = NIGHT
Model = ABBtCmdHQ_N
Animation = ABBtCmdHQ_N.ABBtCmdHQ_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ABBtCmdHQ_DN
Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABBtCmdHQ_EN
Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN
AnimationMode = LOOP
End
; Snow
ConditionState = SNOW
Model = ABBtCmdHQ_S
Animation = ABBtCmdHQ_S.ABBtCmdHQ_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ABBtCmdHQ_DS
Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABBtCmdHQ_ES
Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES
AnimationMode = LOOP
End
; night snow ****************************************
ConditionState = NIGHT SNOW
Model = ABBtCmdHQ_NS
Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = ABBtCmdHQ_DNS
Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABBtCmdHQ_ENS
Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ
Animation = ABBtCmdHQ.ABBtCmdHQ
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABBtCmdHQ_D
Animation = ABBtCmdHQ_D.ABBtCmdHQ_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABBtCmdHQ_E
Animation = ABBtCmdHQ_E.ABBtCmdHQ_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABBtCmdHQ_N
Animation = ABBtCmdHQ_N.ABBtCmdHQ_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABBtCmdHQ_DN
Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABBtCmdHQ_EN
Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABBtCmdHQ_S
Animation = ABBtCmdHQ_S.ABBtCmdHQ_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABBtCmdHQ_DS
Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABBtCmdHQ_ES
Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABBtCmdHQ_NS
Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABBtCmdHQ_DNS
Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABBtCmdHQ_ENS
Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************************************************************************************************
End
; ----------------- the factory door -------------------
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = ABBtCmdHQ_A7
Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABBtCmdHQ_A7D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABBtCmdHQ_A7E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
ConditionState = DAMAGED
Model = ABBtCmdHQ_A7D
Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABBtCmdHQ_A7E
Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING
Model = ABBtCmdHQ_A7
Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING DAMAGED
Model = ABBtCmdHQ_A7D
Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = ABBtCmdHQ_A7E
Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = ABBtCmdHQ_A7
Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_CLOSING DAMAGED
Model = ABBtCmdHQ_A7D
Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = ABBtCmdHQ_A7E
Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_WAITING_OPEN
Model = ABBtCmdHQ_A7
Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = ABBtCmdHQ_A7D
Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = ABBtCmdHQ_A7E
Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ------------ Radar Extending -----------------
Draw = W3DModelDraw ModuleTag_03
ConditionState = None
Model = ABBtCmdHQ_AC
Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC
AnimationMode = LOOP
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
ConditionState = DAMAGED
Model = ABBtCmdHQ_ACD
Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD
AnimationMode = LOOP
End
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = ABBtCmdHQ_ACE
Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE
AnimationMode = LOOP
End
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_AC
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABBtCmdHQ_ACD
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABBtCmdHQ_ACE
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ----------------- The Door ------------------------
Draw = W3DModelDraw ModuleTag_04
DefaultConditionState
Model = ABBtCmdHQ_A7
Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
ConditionState = DAMAGED
Model = ABBtCmdHQ_A7D
Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = ABBtCmdHQ_A7E
Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_OPENING
Model = ABBtCmdHQ_A7
Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DOOR_1_OPENING
ConditionState = DOOR_1_OPENING DAMAGED
Model = ABBtCmdHQ_A7D
Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = ABBtCmdHQ_A7E
Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_CLOSING
Model = ABBtCmdHQ_A7
Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING
AliasConditionState = SNOW DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
ConditionState = DOOR_1_CLOSING DAMAGED
Model = ABBtCmdHQ_A7D
Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = ABBtCmdHQ_A7E
Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_WAITING_OPEN
Model = ABBtCmdHQ_A7
Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = ABBtCmdHQ_A7D
Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = ABBtCmdHQ_A7E
Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABBtCmdHQ_A7D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABBtCmdHQ_A7E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_05
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_A4
Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_A4N
Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_A4S
Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_A4SN
Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABBtCmdHQ_A4
Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABBtCmdHQ_A4N
Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABBtCmdHQ_A4S
Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABBtCmdHQ_A4SN
Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABBtCmdHQ_A4
Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABBtCmdHQ_A4N
Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABBtCmdHQ_A4S
Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW NIGHT DOWN_DEFAULT
Model = ABBtCmdHQ_A4SN
Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_06
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABBtCmdHQ_A6
Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
ParticleSysBone = Sparks08 BuildUpBlueSpark
ParticleSysBone = Sparks09 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABBtCmdHQ_A6N
Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
ParticleSysBone = Sparks08 BuildUpBlueSpark
ParticleSysBone = Sparks09 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABBtCmdHQ_A6S
Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
ParticleSysBone = Sparks08 BuildUpBlueSpark
ParticleSysBone = Sparks09 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABBtCmdHQ_A6SN
Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
ParticleSysBone = Sparks08 BuildUpBlueSpark
ParticleSysBone = Sparks09 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABBtCmdHQ_A6
Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABBtCmdHQ_A6N
Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABBtCmdHQ_A6S
Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABBtCmdHQ_A6SN
Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABBtCmdHQ_A6
Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABBtCmdHQ_A6N
Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABBtCmdHQ_A6S
Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABBtCmdHQ_A6SN
Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_07
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_A5
Animation = ABBtCmdHQ_A5.ABBtCmdHQ_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_A5N
Animation = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_A5S
Animation = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABBtCmdHQ_A5SN
Animation = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABBtCmdHQ_A3
Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABBtCmdHQ_A3N
Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABBtCmdHQ_A3S
; @todo srj -- not found
Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABBtCmdHQ_A3SN
Animation = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABBtCmdHQ_A3
Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABBtCmdHQ_A3N
Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABBtCmdHQ_A3S
; @todo srj -- not found
Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABBtCmdHQ_A3S
Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; Officers club flag
Draw = W3DModelDraw ModuleTag_OfficersClub
OkToChangeModelColor = No
ConditionState = NONE
Model = None
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
AliasConditionState = REALLYDAMAGED RUBBLE
ConditionState = PREORDER
Model = OCFlagUSA
Animation = OCFlagUSA.OCFlagUSA
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PREORDER DAMAGED
Model = OCFlagUSA_D
Animation = OCFlagUSA_D.OCFlagUSA_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PREORDER REALLYDAMAGED RUBBLE
Model = OCFlagUSA_E
Animation = OCFlagUSA_E.OCFlagUSA_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:CommandCenter
Side = America
EditorSorting = STRUCTURE
BuildCost = 2000
BuildTime = 45.0 ; in seconds
EnergyProduction = 0 ;Command Center should be free
CommandSet = AmericaCommandCenterCommandSet
VisionRange = 300.0 ; Shroud clearing distance
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = CommandCenterUSASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_08
MaxHealth = 5000.0
InitialHealth = 5000.0
End
Behavior = PreorderCreate ModuleTag_PreorderCreate
End
Behavior = GrantUpgradeCreate ModuleTag_09
UpgradeToGrant = Upgrade_AmericaRadar
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = ProductionUpdate ModuleTag_11
NumDoorAnimations = 1
DoorOpeningTime = 1500 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 1500 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = RadarUpdate ModuleTag_12
RadarExtendTime = 4000 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_13
UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = BaseRegenerateUpdate ModuleTag_14
;No data
End
Behavior = DestroyDie ModuleTag_15
;nothing
End
Behavior = CreateObjectDie ModuleTag_16
CreationList = OCL_LargeStructureDebris
End
Behavior = CreateObjectDie ModuleTag_17
CreationList = OCL_AmericanRangerDebris10
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_18
DeathFX = FX_StructureMediumDeath
End
Behavior = RadarUpgrade ModuleTag_19
TriggeredBy = Upgrade_AmericaRadar
End
Behavior = OCLSpecialPower ModuleTag_20
SpecialPowerTemplate = SuperweaponDaisyCutter
OCL = SUPERWEAPON_DaisyCutter
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SpecialPowerSpyDrone
OCL = SUPERWEAPON_SpyDrone
CreateLocation = CREATE_ABOVE_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_22
SpecialPowerTemplate = SuperweaponParadropAmerica
UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3
UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2
OCL = SUPERWEAPON_Paradrop1
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
; Behavior = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the ChinaAirfield in CHI05
; SpecialPowerTemplate = SuperweaponCarpetBomb
; OCL = SUPERWEAPON_CarpetBomb
; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
; End
Behavior = OCLSpecialPower ModuleTag_24
SpecialPowerTemplate = SpecialPowerSpySatellite
OCL = SUPERWEAPON_SpySatellite
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_25
SpecialPowerTemplate = SuperweaponCrateDrop
OCL = SUPERWEAPON_CrateDrop
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_26
SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike
UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3
UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2
OCL = SUPERWEAPON_A10ThunderboltMissileStrike1
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_27
SpecialPowerTemplate = SuperweaponEmergencyRepair
UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
OCL = SUPERWEAPON_RepairVehicles1
CreateLocation = CREATE_AT_LOCATION
End
; note that this power isn't normally available to human players, only to AI ones
Behavior = DefectorSpecialPower ModuleTag_28
SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params
End
Behavior = FlammableUpdate ModuleTag_30
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 60.0
GeometryMinorRadius = 70.0
GeometryHeight = 49.0
GeometryIsSmall = No
FactoryExitWidth = 25 ; How much space to leave for units exiting.
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;GLA Command Center
Object GLACommandCenter
; *** ART Parameters ***
SelectPortrait = SUHeadquarters_L
ButtonImage = SUHeadquarters
; ----- The actual command center
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = UBCmdHQ
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingSmoke
Animation = UBCmdHQ.UBCmdHQ
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = UBCmdHQ_D
Animation = UBCmdHQ_D.UBCmdHQ_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBCmdHQ_E
Animation = UBCmdHQ_E.UBCmdHQ_E
AnimationMode = LOOP
End
; night
ConditionState = NIGHT
Model = UBCmdHQ_N
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingSmoke
Animation = UBCmdHQ_N.UBCmdHQ_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = UBCmdHQ_DN
Animation = UBCmdHQ_DN.UBCmdHQ_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBCmdHQ_EN
Animation = UBCmdHQ_EN.UBCmdHQ_EN
AnimationMode = LOOP
End
; day snow
ConditionState = SNOW
Model = UBCmdHQ_S
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingSmoke
Animation = UBCmdHQ_S.UBCmdHQ_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = UBCmdHQ_DS
Animation = UBCmdHQ_DS.UBCmdHQ_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBCmdHQ_ES
Animation = UBCmdHQ_ES.UBCmdHQ_ES
AnimationMode = LOOP
End
; night snow
ConditionState = NIGHT SNOW
Model = UBCmdHQ_NS
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingSmoke
Animation = UBCmdHQ_NS.UBCmdHQ_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBCmdHQ_DNS
Animation = UBCmdHQ_DNS.UBCmdHQ_DNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UBCmdHQ_ENS
Animation = UBCmdHQ_ENS.UBCmdHQ_ENS
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBCmdHQ
Animation = UBCmdHQ.UBCmdHQ
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBCmdHQ_D
Animation = UBCmdHQ_D.UBCmdHQ_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBCmdHQ_E
Animation = UBCmdHQ_E.UBCmdHQ_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBCmdHQ_N
Animation = UBCmdHQ_N.UBCmdHQ_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBCmdHQ_DN
Animation = UBCmdHQ_DN.UBCmdHQ_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBCmdHQ_EN
Animation = UBCmdHQ_EN.UBCmdHQ_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBCmdHQ_S
Animation = UBCmdHQ_S.UBCmdHQ_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBCmdHQ_DS
Animation = UBCmdHQ_DS.UBCmdHQ_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBCmdHQ_ES
Animation = UBCmdHQ_ES.UBCmdHQ_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBCmdHQ_NS
Animation = UBCmdHQ_NS.UBCmdHQ_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBCmdHQ_DNS
Animation = UBCmdHQ_DNS.UBCmdHQ_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBCmdHQ_ENS
Animation = UBCmdHQ_ENS.UBCmdHQ_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
PlacementViewAngle = -135
; ------------ construction done flashing lights ----------
; Draw = W3DModelDraw
; DefaultConditionState
; Model = None
; End
; ConditionState = SOLD
; Model = NONE
; End
; ConditionState = CONSTRUCTION_COMPLETE
; Model = ABWarFact_A2
; Animation = ABWarFact_A2.ABWarFact_A2
; AnimationMode = LOOP
; Flags = START_FRAME_FIRST
; End
; End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBCmdHQ_A4
Animation = UBCmdHQ_A4.UBCmdHQ_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBCmdHQ_A4N
Animation = UBCmdHQ_A4N.UBCmdHQ_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBCmdHQ_A4S
Animation = UBCmdHQ_A4S.UBCmdHQ_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBCmdHQ_A4SN
Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBCmdHQ_A4
Animation = UBCmdHQ_A4.UBCmdHQ_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBCmdHQ_A4N
Animation = UBCmdHQ_A4N.UBCmdHQ_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBCmdHQ_A4S
Animation = UBCmdHQ_A4S.UBCmdHQ_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBCmdHQ_A4SN
Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBCmdHQ_A4
Animation = UBCmdHQ_A4.UBCmdHQ_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBCmdHQ_A4N
Animation = UBCmdHQ_A4N.UBCmdHQ_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBCmdHQ_A4S
Animation = UBCmdHQ_A4S.UBCmdHQ_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBCmdHQ_A4SN
Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBCmdHQ_A6
Animation = UBCmdHQ_A6.UBCmdHQ_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBCmdHQ_A6S
Animation = UBCmdHQ_A6S.UBCmdHQ_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBCmdHQ_A6N
Animation = UBCmdHQ_A6N.UBCmdHQ_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBCmdHQ_A6SN
Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBCmdHQ_A6
Animation = UBCmdHQ_A6.UBCmdHQ_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBCmdHQ_A6N
Animation = UBCmdHQ_A6N.UBCmdHQ_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBCmdHQ_A6S
Animation = UBCmdHQ_A6S.UBCmdHQ_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBCmdHQ_A6SN
Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBCmdHQ_A6
Animation = UBCmdHQ_A6.UBCmdHQ_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBCmdHQ_A6N
Animation = UBCmdHQ_A6N.UBCmdHQ_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBCmdHQ_A6S
Animation = UBCmdHQ_A6S.UBCmdHQ_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBCmdHQ_A6SN
Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; Officers club flag
Draw = W3DModelDraw ModuleTag_OfficersClub
OkToChangeModelColor = No
ConditionState = NONE
Model = None
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
AliasConditionState = REALLYDAMAGED RUBBLE
ConditionState = PREORDER
Model = OCFlagGLA
Animation = OCFlagGLA.OCFlagGLA
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
; ConditionState = PREORDER DAMAGED
; Model = OCFlagGLA_D
; Animation = OCFlagGLA_D.OCFlagGLA_D
; AnimationMode = LOOP
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; End
; ConditionState = PREORDER REALLYDAMAGED RUBBLE
; Model = OCFlagGLA_E
; Animation = OCFlagGLA_E.OCFlagGLA_E
; AnimationMode = LOOP
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:CommandCenter
Side = GLA
EditorSorting = STRUCTURE
BuildCost = 2000
BuildTime = 45.0 ; in seconds
EnergyProduction = 0 ;Command center should be free
CommandSet = GLACommandCenterCommandSet
VisionRange = 300.0 ; Shroud clearing distance
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = CommandCenterGLASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE
Body = StructureBody ModuleTag_04
MaxHealth = 5000.0
InitialHealth = 5000.0
End
Behavior = PreorderCreate ModuleTag_PreorderCreate
End
Behavior = ProductionUpdate ModuleTag_05
; nothing
End
Behavior = DefaultProductionExitUpdate ModuleTag_06
UnitCreatePoint = X: 25.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 65.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = RebuildHoleExposeDie ModuleTag_07
HoleName = GLAHoleCommandCenter
HoleMaxHealth = 500.0
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Behavior = CreateObjectDie ModuleTag_09
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureMediumDeath
End
Behavior = OCLSpecialPower ModuleTag_11
SpecialPowerTemplate = SuperweaponRebelAmbush
UpgradeOCL = SCIENCE_RebelAmbush3 SUPERWEAPON_RebelAmbush3
UpgradeOCL = SCIENCE_RebelAmbush2 SUPERWEAPON_RebelAmbush2
OCL = SUPERWEAPON_RebelAmbush1
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_12
SpecialPowerTemplate = SuperweaponBlackMarketNuke
OCL = SUPERWEAPON_BlackMarketNuke
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_13
SpecialPowerTemplate = SuperweaponAnthraxBomb
OCL = SUPERWEAPON_AnthraxBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_14
SpecialPowerTemplate = SuperweaponEmergencyRepair
UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
OCL = SUPERWEAPON_RepairVehicles1
CreateLocation = CREATE_AT_LOCATION
End
Behavior = CashBountyPower ModuleTag_15
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 5%
End
Behavior = CashBountyPower ModuleTag_16
SpecialPowerTemplate = SpecialAbilityCashBounty2
Bounty = 10%
End
Behavior = CashBountyPower ModuleTag_17
SpecialPowerTemplate = SpecialAbilityCashBounty3
Bounty = 20%
End
Behavior = FlammableUpdate ModuleTag_19
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_20
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 65.0
GeometryMinorRadius = 65.0
GeometryHeight = 54.0
FactoryExitWidth = 25
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
ObjectReskin GLAHoleCommandCenter GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBCmdHQ_R
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = UBCmdHQ_R
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
End
End
End
;------------------------------------------------------------------------------
Object ChinaCommandCenter
; *** ART Parameters ***
; ------------ the main building itself -----------------
SelectPortrait = SNComCentr_L
ButtonImage = SNComCentr
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; DAY ************************************
DefaultConditionState
Model = NBConYard
Animation = NBConYard.NBConYard
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = NBConYard_D
Animation = NBConYard_D.NBConYard_D
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBConYard_E
Animation = NBConYard_E.NBConYard_E
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
;NIGHT ***********************************
ConditionState = NIGHT
Model = NBConYard_N
Animation = NBConYard_N.NBConYard_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = NBConYard_DN
Animation = NBConYard_DN.NBConYard_DN
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBConYard_EN
Animation = NBConYard_EN.NBConYard_EN
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
;SNOW *************************************
ConditionState = SNOW
Model = NBConYard_S
Animation = NBConYard_S.NBConYard_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = NBConYard_DS
Animation = NBConYard_DS.NBConYard_DS
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBConYard_ES
Animation = NBConYard_ES.NBConYard_ES
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
;NIGHT SNOW *****************************
ConditionState = NIGHT SNOW
Model = NBConYard_NS
Animation = NBConYard_NS.NBConYard_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = NBConYard_DNS
Animation = NBConYard_DNS.NBConYard_DNS
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBConYard_ENS
Animation = NBConYard_ENS.NBConYard_ENS
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard
Animation = NBConYard.NBConYard
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBConYard_D
Animation = NBConYard_D.NBConYard_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBConYard_E
Animation = NBConYard_E.NBConYard_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBConYard_N
Animation = NBConYard_N.NBConYard_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBConYard_DN
Animation = NBConYard_DN.NBConYard_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBConYard_EN
Animation = NBConYard_EN.NBConYard_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBConYard_S
Animation = NBConYard_S.NBConYard_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBConYard_DS
Animation = NBConYard_DS.NBConYard_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBConYard_ES
Animation = NBConYard_ES.NBConYard_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBConYard_NS
Animation = NBConYard_NS.NBConYard_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBConYard_DNS
Animation = NBConYard_DNS.NBConYard_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBConYard_ENS
Animation = NBConYard_ENS.NBConYard_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ Radar Extending -----------------
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = None
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED RUBBLE
ConditionState = RADAR_EXTENDING RADAR_UPGRADED
Model = NBConYard_A2
Animation = NBConYard_A2.NBConYard_A2
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED
Model = NBConYard_A2D
Animation = NBConYard_A2D.NBConYard_A2D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED
Model = NBConYard_A2E
Animation = NBConYard_A2E.NBConYard_A2E
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = RADAR_UPGRADED
Model = NBConYard_A2
Animation = NBConYard_A2.NBConYard_A2
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = RADAR_UPGRADED DAMAGED
Model = NBConYard_A2D
Animation = NBConYard_A2D.NBConYard_A2D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE
Model = NBConYard_A2E
Animation = NBConYard_A2E.NBConYard_A2E
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A2
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBConYard_A2D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = NBConYard_A2E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
End
PlacementViewAngle = -135
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A4
Animation = NBConYard_A4.NBConYard_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A4N
Animation = NBConYard_A4N.NBConYard_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A4S
Animation = NBConYard_A4S.NBConYard_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A4SN
Animation = NBConYard_A4SN.NBConYard_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBConYard_A4
Animation = NBConYard_A4.NBConYard_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBConYard_A4N
Animation = NBConYard_A4N.NBConYard_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBConYard_A4S
Animation = NBConYard_A4S.NBConYard_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBConYard_A4SN
Animation = NBConYard_A4SN.NBConYard_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBConYard_A4
Animation = NBConYard_A4.NBConYard_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBConYard_A4N
Animation = NBConYard_A4N.NBConYard_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBConYard_A4S
Animation = NBConYard_A4S.NBConYard_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBConYard_A4SN
Animation = NBConYard_A4SN.NBConYard_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBConYard_A6
Animation = NBConYard_A6.NBConYard_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = SmokeM01 BuildUpSmokeChina
ParticleSysBone = SmokeS02 BuildUpSmokeChina
ParticleSysBone = SparksM01 BuildUpSmokeChina
ParticleSysBone = SparksM02 BuildUpSmokeChina
ParticleSysBone = SparksS01 BuildUpSmokeChina
ParticleSysBone = SparksS02 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBConYard_A6N
Animation = NBConYard_A6N.NBConYard_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = SmokeM01 BuildUpSmokeChina
ParticleSysBone = SmokeS02 BuildUpSmokeChina
ParticleSysBone = SparksM01 BuildUpSmokeChina
ParticleSysBone = SparksM02 BuildUpSmokeChina
ParticleSysBone = SparksS01 BuildUpSmokeChina
ParticleSysBone = SparksS02 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBConYard_A6S
Animation = NBConYard_A6S.NBConYard_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = SmokeM01 BuildUpSnowSmoke
ParticleSysBone = SmokeS02 BuildUpSnowSmoke
ParticleSysBone = SparksM01 BuildUpSnowSmoke
ParticleSysBone = SparksM02 BuildUpSnowSmoke
ParticleSysBone = SparksS01 BuildUpSnowSmoke
ParticleSysBone = SparksS02 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBConYard_A6SN
Animation = NBConYard_A6SN.NBConYard_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke
ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke
ParticleSysBone = SparksM01 BuildUpNightSnowSmoke
ParticleSysBone = SparksM02 BuildUpNightSnowSmoke
ParticleSysBone = SparksS01 BuildUpNightSnowSmoke
ParticleSysBone = SparksS02 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBConYard_A6
Animation = NBConYard_A6.NBConYard_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBConYard_A6N
Animation = NBConYard_A6N.NBConYard_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBConYard_A6S
Animation = NBConYard_A6S.NBConYard_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBConYard_A6SN
Animation = NBConYard_A6SN.NBConYard_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBConYard_A6
Animation = NBConYard_A6.NBConYard_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBConYard_A6N
Animation = NBConYard_A6N.NBConYard_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBConYard_A6S
Animation = NBConYard_A6S.NBConYard_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBConYard_A6SN
Animation = NBConYard_A6SN.NBConYard_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_05
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A5
Animation = NBConYard_A5.NBConYard_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A5N
Animation = NBConYard_A5N.NBConYard_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A5S
Animation = NBConYard_A5S.NBConYard_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A5SN
Animation = NBConYard_A5SN.NBConYard_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBConYard_AB
Animation = NBConYard_AB.NBConYard_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBConYard_ABN
Animation = NBConYard_ABN.NBConYard_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBConYard_ABS
Animation = NBConYard_ABS.NBConYard_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBConYard_ABSN
Animation = NBConYard_ABSN.NBConYard_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBConYard_AB
Animation = NBConYard_AB.NBConYard_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBConYard_ABN
Animation = NBConYard_ABN.NBConYard_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBConYard_ABS
Animation = NBConYard_ABS.NBConYard_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBConYard_ABSN
Animation = NBConYard_ABSN.NBConYard_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ----------------- the factory door -------------------
Draw = W3DModelDraw ModuleTag_06
DefaultConditionState
Model = NBConYard_A7
Animation = NBConYard_A7.NBConYard_A7
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
ConditionState = DAMAGED
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_OPENING
Model = NBConYard_A7
Animation = NBConYard_A7.NBConYard_A7
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DOOR_1_OPENING
ConditionState = DOOR_1_OPENING DAMAGED
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_CLOSING
Model = NBConYard_A7
Animation = NBConYard_A7.NBConYard_A7
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING
AliasConditionState = SNOW DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
ConditionState = DOOR_1_CLOSING DAMAGED
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_WAITING_OPEN
Model = NBConYard_A7
Animation = NBConYard_A7.NBConYard_A7
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBConYard_A7D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBConYard_A7D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; Officers club flag
Draw = W3DModelDraw ModuleTag_OfficersClub
OkToChangeModelColor = No
ConditionState = NONE
Model = None
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
AliasConditionState = REALLYDAMAGED RUBBLE
ConditionState = PREORDER
Model = OCFlagCHA
Animation = OCFlagCHA.OCFlagCHA
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
; ConditionState = PREORDER DAMAGED
; Model = OCFlagCHA_D
; Animation = OCFlagCHA_D.OCFlagCHA_D
; AnimationMode = LOOP
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; End
; ConditionState = PREORDER REALLYDAMAGED
; Model = OCFlagCHA_E
; Animation = OCFlagCHA_E.OCFlagCHA_E
; AnimationMode = LOOP
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:CommandCenter
Side = China
EditorSorting = STRUCTURE
BuildCost = 2000
BuildTime = 45.0 ; in seconds
EnergyProduction = 0 ;Command center should be free
CommandSet = ChinaCommandCenterCommandSet
VisionRange = 300.0 ; Shroud clearing distance
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = CommandCenterChinaSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_07
MaxHealth = 5000.0
InitialHealth = 5000.0
End
Behavior = PreorderCreate ModuleTag_PreorderCreate
End
Behavior = ProductionUpdate ModuleTag_08
NumDoorAnimations = 1
DoorOpeningTime = 3000 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 3000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_09
UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = RadarUpdate ModuleTag_10
RadarExtendTime = 4000 ;in mSeconds
End
Behavior = DestroyDie ModuleTag_11
;nothing
End
Behavior = CreateObjectDie ModuleTag_12
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_13
DeathFX = FX_StructureMediumDeath
End
Behavior = RadarUpgrade ModuleTag_14
TriggeredBy = Upgrade_ChinaRadar
End
Behavior = GenerateMinefieldBehavior ModuleTag_15
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = OCLSpecialPower ModuleTag_16
SpecialPowerTemplate = SuperweaponNapalmStrike
OCL = SUPERWEAPON_NapalmStrike
End
Behavior = OCLSpecialPower ModuleTag_17
SpecialPowerTemplate = SuperweaponArtilleryBarrage
UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
OCL = SUPERWEAPON_ArtilleryBarrage1
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
End
Behavior = OCLSpecialPower ModuleTag_18
SpecialPowerTemplate = SuperweaponClusterMines
OCL = SUPERWEAPON_ClusterMines
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_19
SpecialPowerTemplate = SuperweaponEMPPulse
OCL = SUPERWEAPON_EMPPulse
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = CashHackSpecialPower ModuleTag_20
SpecialPowerTemplate = SuperweaponCashHack
UpgradeMoneyAmount = SCIENCE_CashHack3 4000
UpgradeMoneyAmount = SCIENCE_CashHack2 2000
MoneyAmount = 1000 ; amount of money to steal
End
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SuperweaponEmergencyRepair
UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
OCL = SUPERWEAPON_RepairVehicles1
CreateLocation = CREATE_AT_LOCATION
End
Behavior = FlammableUpdate ModuleTag_23
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_24
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
FactoryExitWidth = 25
GeometryMajorRadius = 60.0
GeometryMinorRadius = 63.0
GeometryHeight = 36.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object AmericaPowerPlant
; *** ART Parameters ***
SelectPortrait = SAPowerPlant_L
ButtonImage = SAPowerPlant
; ---- the building itself ------
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day ********************************************
ConditionState = NONE;
Model = ABPWRPLANT
Animation = ABPWRPLANT.ABPWRPLANT
AnimationMode = LOOP
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = DAMAGED
Model = ABPWRPLANT_D
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Sparks01 LiveWireSparks
ParticleSysBone = Sparks02 LiveWireSparks
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABPWRPLANT_E
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Fire02 SmolderingFireLarge
ParticleSysBone = Fire03 SmolderingFireLarge
ParticleSysBone = Spark01 LiveWireSparks
End
; day upgrade
ConditionState = POWER_PLANT_UPGRADED ;
Model = ABPWRPLANT
Animation = ABPWRPLANT.ABPWRPLANT
AnimationMode = LOOP
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Spark01 LiveWireSparks
ParticleSysBone = Spark02 LiveWireSparks02
ParticleSysBone = Spark03 LiveWireSparks02
ParticleSysBone = Spark04 LiveWireSparks
ParticleSysBone = Spark05 LiveWireSparks02
ParticleSysBone = Spark06 LiveWireSparks
End
ConditionState = DAMAGED POWER_PLANT_UPGRADED
Model = ABPWRPLANT_D
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Spark01 LiveWireSparks
ParticleSysBone = Spark02 LiveWireSparks02
ParticleSysBone = Spark03 LiveWireSparks02
ParticleSysBone = Spark04 LiveWireSparks
ParticleSysBone = Spark05 LiveWireSparks02
ParticleSysBone = Spark06 LiveWireSparks
End
ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
Model = ABPWRPLANT_E
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Fire02 SmolderingFireLarge
ParticleSysBone = Fire03 SmolderingFireLarge
ParticleSysBone = Spark01 LiveWireSparks
ParticleSysBone = Spark02 LiveWireSparks02
ParticleSysBone = Spark03 LiveWireSparks02
ParticleSysBone = Spark04 LiveWireSparks
ParticleSysBone = Spark05 LiveWireSparks02
ParticleSysBone = Spark06 LiveWireSparks
End
; night
ConditionState = NIGHT;
Model = ABPWRPLANT_N
Animation = ABPWRPLANT_N.ABPWRPLANT_N
AnimationMode = LOOP
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = DAMAGED NIGHT
Model = ABPWRPLANT_DN
Animation = ABPWRPLANT_DN.ABPWRPLANT_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Sparks01 LiveWireSparks
ParticleSysBone = Sparks02 LiveWireSparks
ParticleSysBone = Sparks03 LiveWireSparks02
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT;
Model = ABPWRPLANT_EN
Animation = ABPWRPLANT_EN.ABPWRPLANT_EN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Fire02 SmolderingFireLarge
ParticleSysBone = Fire03 SmolderingFireLarge
ParticleSysBone = Sparks01 LiveWireSparks
ParticleSysBone = Sparks02 LiveWireSparks02
ParticleSysBone = Sparks03 LiveWireSparks02
ParticleSysBone = Sparks04 LiveWireSparks
ParticleSysBone = Sparks05 LiveWireSparks02
ParticleSysBone = Sparks07 LiveWireSparks
End
; night upgraded
ConditionState = NIGHT POWER_PLANT_UPGRADED
Model = ABPWRPLANT_N
Animation = ABPWRPLANT_N.ABPWRPLANT_N
AnimationMode = LOOP
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Sparks02 LiveWireSparks02
ParticleSysBone = Sparks03 LiveWireSparks02
ParticleSysBone = Sparks04 LiveWireSparks
ParticleSysBone = Sparks05 LiveWireSparks02
ParticleSysBone = Sparks07 LiveWireSparks
ParticleSysBone = Sparks08 LiveWireSparks02
ParticleSysBone = Sparks09 LiveWireSparks
ParticleSysBone = Sparks10 LiveWireSparks02
ParticleSysBone = Sparks11 LiveWireSparks
End
ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED
Model = ABPWRPLANT_DN
Animation = ABPWRPLANT_DN.ABPWRPLANT_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Sparks02 LiveWireSparks02
ParticleSysBone = Sparks03 LiveWireSparks02
ParticleSysBone = Sparks04 LiveWireSparks
ParticleSysBone = Sparks05 LiveWireSparks02
ParticleSysBone = Sparks07 LiveWireSparks
ParticleSysBone = Sparks08 LiveWireSparks02
ParticleSysBone = Sparks09 LiveWireSparks
ParticleSysBone = Sparks10 LiveWireSparks02
ParticleSysBone = Sparks11 LiveWireSparks
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED
Model = ABPWRPLANT_EN
Animation = ABPWRPLANT_EN.ABPWRPLANT_EN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Fire02 SmolderingFireLarge
ParticleSysBone = Fire03 SmolderingFireLarge
ParticleSysBone = Sparks02 LiveWireSparks02
ParticleSysBone = Sparks03 LiveWireSparks02
ParticleSysBone = Sparks04 LiveWireSparks
ParticleSysBone = Sparks05 LiveWireSparks02
ParticleSysBone = Sparks07 LiveWireSparks
ParticleSysBone = Sparks08 LiveWireSparks02
ParticleSysBone = Sparks09 LiveWireSparks
ParticleSysBone = Sparks10 LiveWireSparks02
ParticleSysBone = Sparks11 LiveWireSparks
End
; day ********************************************
ConditionState = SNOW
Model = ABPWRPLANT_S
Animation = ABPWRPLANT_S.ABPWRPLANT_S
AnimationMode = LOOP
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = DAMAGED SNOW
Model = ABPWRPLANT_DS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Sparks01 LiveWireSparks
ParticleSysBone = Sparks02 LiveWireSparks
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABPWRPLANT_ES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Fire02 SmolderingFireLarge
ParticleSysBone = Fire03 SmolderingFireLarge
ParticleSysBone = Spark01 LiveWireSparks
End
; day upgrade
ConditionState = POWER_PLANT_UPGRADED SNOW;
Model = ABPWRPLANT_S
Animation = ABPWRPLANT_S.ABPWRPLANT_S
AnimationMode = LOOP
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Spark01 LiveWireSparks
ParticleSysBone = Spark02 LiveWireSparks02
ParticleSysBone = Spark03 LiveWireSparks02
ParticleSysBone = Spark04 LiveWireSparks
ParticleSysBone = Spark05 LiveWireSparks02
ParticleSysBone = Spark06 LiveWireSparks
End
ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW
Model = ABPWRPLANT_DS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Spark01 LiveWireSparks
ParticleSysBone = Spark02 LiveWireSparks02
ParticleSysBone = Spark03 LiveWireSparks02
ParticleSysBone = Spark04 LiveWireSparks
ParticleSysBone = Spark05 LiveWireSparks02
ParticleSysBone = Spark06 LiveWireSparks
End
ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
Model = ABPWRPLANT_ES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Fire02 SmolderingFireLarge
ParticleSysBone = Fire03 SmolderingFireLarge
ParticleSysBone = Spark01 LiveWireSparks
ParticleSysBone = Spark02 LiveWireSparks02
ParticleSysBone = Spark03 LiveWireSparks02
ParticleSysBone = Spark04 LiveWireSparks
ParticleSysBone = Spark05 LiveWireSparks02
ParticleSysBone = Spark06 LiveWireSparks
End
; night
ConditionState = NIGHT SNOW;
Model = ABPWRPLANT_NS
Animation = ABPWRPLANT_NS.ABPWRPLANT_NS
AnimationMode = LOOP
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = DAMAGED NIGHT SNOW
Model = ABPWRPLANT_DNS
Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Sparks01 LiveWireSparks
ParticleSysBone = Sparks02 LiveWireSparks
ParticleSysBone = Sparks03 LiveWireSparks02
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW;
Model = ABPWRPLANT_ENS
Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Fire02 SmolderingFireLarge
ParticleSysBone = Fire03 SmolderingFireLarge
ParticleSysBone = Sparks01 LiveWireSparks
ParticleSysBone = Sparks02 LiveWireSparks02
ParticleSysBone = Sparks03 LiveWireSparks02
ParticleSysBone = Sparks04 LiveWireSparks
ParticleSysBone = Sparks05 LiveWireSparks02
ParticleSysBone = Sparks07 LiveWireSparks
End
; night upgraded
ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW
Model = ABPWRPLANT_NS
Animation = ABPWRPLANT_NS.ABPWRPLANT_NS
AnimationMode = LOOP
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Sparks02 LiveWireSparks02
ParticleSysBone = Sparks03 LiveWireSparks02
ParticleSysBone = Sparks04 LiveWireSparks
ParticleSysBone = Sparks05 LiveWireSparks02
ParticleSysBone = Sparks07 LiveWireSparks
ParticleSysBone = Sparks08 LiveWireSparks02
ParticleSysBone = Sparks09 LiveWireSparks
ParticleSysBone = Sparks10 LiveWireSparks02
ParticleSysBone = Sparks11 LiveWireSparks
End
ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW
Model = ABPWRPLANT_DNS
Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Sparks02 LiveWireSparks02
ParticleSysBone = Sparks03 LiveWireSparks02
ParticleSysBone = Sparks04 LiveWireSparks
ParticleSysBone = Sparks05 LiveWireSparks02
ParticleSysBone = Sparks07 LiveWireSparks
ParticleSysBone = Sparks08 LiveWireSparks02
ParticleSysBone = Sparks09 LiveWireSparks
ParticleSysBone = Sparks10 LiveWireSparks02
ParticleSysBone = Sparks11 LiveWireSparks
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW
Model = ABPWRPLANT_ENS
Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFireLarge
ParticleSysBone = Fire02 SmolderingFireLarge
ParticleSysBone = Fire03 SmolderingFireLarge
ParticleSysBone = Sparks02 LiveWireSparks02
ParticleSysBone = Sparks03 LiveWireSparks02
ParticleSysBone = Sparks04 LiveWireSparks
ParticleSysBone = Sparks05 LiveWireSparks02
ParticleSysBone = Sparks07 LiveWireSparks
ParticleSysBone = Sparks08 LiveWireSparks02
ParticleSysBone = Sparks09 LiveWireSparks
ParticleSysBone = Sparks10 LiveWireSparks02
ParticleSysBone = Sparks11 LiveWireSparks
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPWRPLANT
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABPWRPLANT_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABPWRPLANT_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABPWRPLANT_N
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABPWRPLANT_DN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABPWRPLANT_EN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABPWRPLANT_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABPWRPLANT_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABPWRPLANT_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABPWRPLANT_NS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABPWRPLANT_DNS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABPWRPLANT_ENS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED
AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPwrPlant_A4
Animation = ABPwrPlant_A4.ABPwrPlant_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPwrPlant_A4N
Animation = ABPwrPlant_A4N.ABPwrPlant_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPwrPlant_A4S
Animation = ABPwrPlant_A4S.ABPwrPlant_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPwrPlant_A4S
Animation = ABPwrPlant_A4S.ABPwrPlant_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPwrPlant_A4
Animation = ABPwrPlant_A4.ABPwrPlant_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPwrPlant_A4N
Animation = ABPwrPlant_A4N.ABPwrPlant_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPwrPlant_A4S
Animation = ABPwrPlant_A4S.ABPwrPlant_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPwrPlant_A4SN
Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPwrPlant_A4
Animation = ABPwrPlant_A4.ABPwrPlant_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABPwrPlant_A4N
Animation = ABPwrPlant_A4N.ABPwrPlant_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABPwrPlant_A4S
Animation = ABPwrPlant_A4S.ABPwrPlant_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABPwrPlant_A4SN
Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABPwrPlant_A6
Animation = ABPwrPlant_A6.ABPwrPlant_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SparksS01 BuildUpBlueSpark
ParticleSysBone = SparksS02 BuildUpBlueSpark
ParticleSysBone = SparksS03 SparksSmall
ParticleSysBone = SparksS06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABPwrPlant_A6N
Animation = ABPwrPlant_A6N.ABPwrPlant_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SparksS01 BuildUpBlueSpark
ParticleSysBone = SparksS02 BuildUpBlueSpark
ParticleSysBone = SparksS03 SparksSmall
ParticleSysBone = SparksS06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABPwrPlant_A6S
Animation = ABPwrPlant_A6S.ABPwrPlant_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SparksS01 BuildUpBlueSpark
ParticleSysBone = SparksS02 BuildUpBlueSpark
ParticleSysBone = SparksS03 SparksSmall
ParticleSysBone = SparksS06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABPwrPlant_A6SN
Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SparksS01 BuildUpBlueSpark
ParticleSysBone = SparksS02 BuildUpBlueSpark
ParticleSysBone = SparksS03 SparksSmall
ParticleSysBone = SparksS06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPwrPlant_A6
Animation = ABPwrPlant_A6.ABPwrPlant_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPwrPlant_A6N
Animation = ABPwrPlant_A6N.ABPwrPlant_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPwrPlant_A6S
Animation = ABPwrPlant_A6S.ABPwrPlant_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPwrPlant_A6SN
Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPwrPlant_A6
Animation = ABPwrPlant_A6.ABPwrPlant_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABPwrPlant_A6N
Animation = ABPwrPlant_A6N.ABPwrPlant_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABPwrPlant_A6S
Animation = ABPwrPlant_A6S.ABPwrPlant_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABPwrPlant_A6SN
Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABPwrPlant_A5
Animation = ABPwrPlant_A5.ABPwrPlant_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABPwrPlant_A5N
Animation = ABPwrPlant_A5N.ABPwrPlant_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABPwrPlant_A5S
Animation = ABPwrPlant_A5S.ABPwrPlant_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABPwrPlant_A5SN
Animation = ABPwrPlant_A5SN.ABPwrPlant_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPwrPlant_AB
Animation = ABPwrPlant_AB.ABPwrPlant_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPwrPlant_ABN
Animation = ABPwrPlant_ABN.ABPwrPlant_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPwrPlant_ABS
Animation = ABPwrPlant_ABS.ABPwrPlant_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPwrPlant_ABSN
Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPwrPlant_AB
Animation = ABPwrPlant_AB.ABPwrPlant_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABPwrPlant_ABN
Animation = ABPwrPlant_ABN.ABPwrPlant_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABPwrPlant_ABS
Animation = ABPwrPlant_ABS.ABPwrPlant_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABPwrPlant_ABSN
Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ---- the control rods -----
Draw = W3DModelDraw ModuleTag_05
OkToChangeModelColor = Yes
; no upgrade
ConditionState = NONE
Model ABPWRPLANT_A1
End
AliasConditionState = SNOW
AliasConditionState = NIGHT
AliasConditionState = SNOW NIGHT
ConditionState = DAMAGED
Model ABPWRPLANT_A1D
End
AliasConditionState = DAMAGED SNOW
AliasConditionState = DAMAGED NIGHT
AliasConditionState = DAMAGED SNOW NIGHT
ConditionState = REALLYDAMAGED RUBBLE
Model ABPWRPLANT_A1E
End
AliasConditionState = REALLYDAMAGED RUBBLE SNOW
AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPWRPLANT_A1
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABPWRPLANT_A1D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = ABPWRPLANT_A1E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
; first to upgrade
ConditionState = POWER_PLANT_UPGRADING
Model ABPWRPLANT_A1
Animation = ABPWRPLANT_A1.ABPWRPLANT_A1
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = POWER_PLANT_UPGRADING SNOW
AliasConditionState = POWER_PLANT_UPGRADING NIGHT
AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT
ConditionState = DAMAGED POWER_PLANT_UPGRADING
Model ABPWRPLANT_A1D
Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW
AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT
AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT
ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING
Model ABPWRPLANT_A1E
Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW
AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT
AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT
; already upgraded
ConditionState = POWER_PLANT_UPGRADED
Model ABPWRPLANT_A1
Animation = ABPWRPLANT_A1.ABPWRPLANT_A1
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = POWER_PLANT_UPGRADED SNOW
AliasConditionState = POWER_PLANT_UPGRADED NIGHT
AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT
ConditionState = DAMAGED POWER_PLANT_UPGRADED
Model ABPWRPLANT_A1D
Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW
AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT
AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT
ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
Model ABPWRPLANT_A1E
Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT
AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
;**************************************************************************************************************************
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:ColdFusionReactor
Side = America
EditorSorting = STRUCTURE
Prerequisites
; Object = AmericaCommandCenter
End
BuildCost = 800
BuildTime = 10.0 ; in seconds
EnergyProduction = 5
EnergyBonus = 5
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaPowerPlantCommandSet
ExperienceValue = 100 100 100 100 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = ColdFusionReactorSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_06
MaxHealth = 800.0
InitialHealth = 800.0
End
Behavior = PowerPlantUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaAdvancedControlRods
End
Behavior = BaseRegenerateUpdate ModuleTag_08
;No data
End
Behavior = PowerPlantUpdate ModuleTag_09
RodsExtendTime = 600
End
Behavior = DestroyDie ModuleTag_10
;nothing
End
Behavior = CreateObjectDie ModuleTag_11
CreationList = OCL_ABPowerPlantExplode
End
Behavior = CreateObjectDie ModuleTag_12
CreationList = OCL_AmericanRangerDebris02
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_13
DeathFX = FX_StructureSmallDeath
End
Behavior = ProductionUpdate ModuleTag_14
; nothing
End
Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_17
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 22.0
GeometryMinorRadius = 30.0
GeometryHeight = 46.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object AmericaParticleCannonUplink
; *** ART Parameters ***
SelectPortrait = SAUplink_L
ButtonImage = SAUplink
Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = FX01
ExtraPublicBone = FX02
ExtraPublicBone = FX03
ExtraPublicBone = FX04
ExtraPublicBone = FX05
OkToChangeModelColor = Yes
; day **************************************
ConditionState = NONE
Model = ABSDILink
Animation = ABSDILink.ABSDILink
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED
Model = ABSDILink_D
Animation = ABSDILink_D.ABSDILink_D
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABSDILink_E
Animation = ABSDILink_E.ABSDILink_E
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
; night *************************************
ConditionState = NIGHT
Model = ABSDILink_N
Animation = ABSDILink_N.ABSDILink_N
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED NIGHT
Model = ABSDILink_DN
Animation = ABSDILink_DN.ABSDILink_DN
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABSDILink_EN
Animation = ABSDILink_EN.ABSDILink_EN
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
; day snow **************************************
ConditionState = SNOW
Model = ABSDILink_S
Animation = ABSDILink_S.ABSDILink_S
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED SNOW
Model = ABSDILink_DS
Animation = ABSDILink_DS.ABSDILink_DS
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABSDILink_ES
Animation = ABSDILink_ES.ABSDILink_ES
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
; night snow *************************************
ConditionState = NIGHT SNOW
Model = ABSDILink_NS
Animation = ABSDILink_NS.ABSDILink_NS
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED NIGHT SNOW
Model = ABSDILink_DNS
Animation = ABSDILink_DNS.ABSDILink_DNS
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABSDILink_ENS
Animation = ABSDILink_ENS.ABSDILink_ENS
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSDILink
Animation = ABSDILink.ABSDILink
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABSDILink_D
Animation = ABSDILink_D.ABSDILink_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABSDILink_E
Animation = ABSDILink_E.ABSDILink_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABSDILink_N
Animation = ABSDILink_N.ABSDILink_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABSDILink_DN
Animation = ABSDILink_DN.ABSDILink_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABSDILink_EN
Animation = ABSDILink_EN.ABSDILink_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABSDILink_S
Animation = ABSDILink_S.ABSDILink_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABSDILink_DS
Animation = ABSDILink_DS.ABSDILink_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABSDILink_ES
Animation = ABSDILink_ES.ABSDILink_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABSDILink_NS
Animation = ABSDILink_NS.ABSDILink_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABSDILink_DNS
Animation = ABSDILink_DNS.ABSDILink_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABSDILink_ENS
Animation = ABSDILink_ENS.ABSDILink_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
;------------ the cannon section (hatch, dish animations) -----------
Draw = W3DModelDraw ModuleTag_02
ExtraPublicBone = FXConnector
ExtraPublicBone = FXMain
OkToChangeModelColor = Yes
; day **************************************
ConditionState = NONE
Model = ABSDILink_A1
Animation = ABSDILink_A1.ABSDILink_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = NIGHT SNOW
AliasConditionState = SNOW
ConditionState = DAMAGED
Model = ABSDILink_A1D
Animation = ABSDILink_A1D.ABSDILink_A1D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = SNOW DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = ABSDILink_A1E
Animation = ABSDILink_A1E.ABSDILink_A1E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
ConditionState = AWAITING_CONSTRUCTION
Model = None
End
AliasConditionState = NIGHT AWAITING_CONSTRUCTION
AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION
AliasConditionState = SNOW AWAITING_CONSTRUCTION
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSDILink_A1
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABSDILink_A1D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = ABSDILink_A1E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
;Preparing to fire!
ConditionState = UNPACKING
Model = ABSDILink_A1
Animation = ABSDILink_A1.ABSDILink_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AliasConditionState = NIGHT UNPACKING
AliasConditionState = NIGHT SNOW UNPACKING
AliasConditionState = SNOW UNPACKING
ConditionState = UNPACKING DAMAGED
Model = ABSDILink_A1D
Animation = ABSDILink_A1D.ABSDILink_A1D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AliasConditionState = NIGHT UNPACKING DAMAGED
AliasConditionState = NIGHT SNOW UNPACKING DAMAGED
AliasConditionState = SNOW UNPACKING DAMAGED
ConditionState = UNPACKING REALLYDAMAGED RUBBLE
Model = ABSDILink_A1E
Animation = ABSDILink_A1E.ABSDILink_A1E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE
;Ready to fire -- or firing!
ConditionState = DEPLOYED
Model = ABSDILink_A1
Animation = ABSDILink_A1.ABSDILink_A1
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DEPLOYED
AliasConditionState = NIGHT SNOW DEPLOYED
AliasConditionState = SNOW DEPLOYED
ConditionState = DEPLOYED DAMAGED
Model = ABSDILink_A1D
Animation = ABSDILink_A1D.ABSDILink_A1D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DEPLOYED DAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED
AliasConditionState = SNOW DEPLOYED DAMAGED
ConditionState = DEPLOYED REALLYDAMAGED RUBBLE
Model = ABSDILink_A1E
Animation = ABSDILink_A1E.ABSDILink_A1E
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE
;Packing up (recharging for new attack)
ConditionState = PACKING
Model = ABSDILink_A1
Animation = ABSDILink_A1.ABSDILink_A1
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES3
End
AliasConditionState = NIGHT PACKING
AliasConditionState = NIGHT SNOW PACKING
AliasConditionState = SNOW PACKING
ConditionState = PACKING DAMAGED
Model = ABSDILink_A1D
Animation = ABSDILink_A1D.ABSDILink_A1D
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES3
End
AliasConditionState = NIGHT PACKING DAMAGED
AliasConditionState = NIGHT SNOW PACKING DAMAGED
AliasConditionState = SNOW PACKING DAMAGED
ConditionState = PACKING REALLYDAMAGED RUBBLE
Model = ABSDILink_A1E
Animation = ABSDILink_A1E.ABSDILink_A1E
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES3
End
AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE
ConditionState = SOLD DEPLOYED
Model = NONE
End
ConditionState = SOLD SNOW DEPLOYED
Model = NONE
End
ConditionState = SOLD NIGHT DEPLOYED
Model = NONE
End
ConditionState = SOLD NIGHT SNOW DEPLOYED
Model = NONE
End
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSDILink_A4
Animation = ABSDILink_A4.ABSDILink_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSDILink_A4N
Animation = ABSDILink_A4N.ABSDILink_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSDILink_A4S
Animation = ABSDILink_A4S.ABSDILink_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSDILink_A4SN
Animation = ABSDILink_A4SN.ABSDILink_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSDILink_A4
Animation = ABSDILink_A4.ABSDILink_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSDILink_A4N
Animation = ABSDILink_A4N.ABSDILink_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSDILink_A4S
Animation = ABSDILink_A4S.ABSDILink_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSDILink_A4SN
Animation = ABSDILink_A4SN.ABSDILink_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSDILink_A4
Animation = ABSDILink_A4.ABSDILink_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSDILink_A4N
Animation = ABSDILink_A4N.ABSDILink_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSDILink_A4S
Animation = ABSDILink_A4S.ABSDILink_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSDILink_A4SN
Animation = ABSDILink_A4SN.ABSDILink_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABSDILink_A6
Animation = ABSDILink_A6.ABSDILink_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABSDILink_A6N
Animation = ABSDILink_A6N.ABSDILink_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABSDILink_A6S
Animation = ABSDILink_A6S.ABSDILink_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABSDILink_A6SN
Animation = ABSDILink_A6SN.ABSDILink_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSDILink_A6
Animation = ABSDILink_A6.ABSDILink_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSDILink_A6N
Animation = ABSDILink_A6N.ABSDILink_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSDILink_A6S
Animation = ABSDILink_A6S.ABSDILink_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSDILink_A6SN
Animation = ABSDILink_A6SN.ABSDILink_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSDILink_A6
Animation = ABSDILink_A6.ABSDILink_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSDILink_A6N
Animation = ABSDILink_A6N.ABSDILink_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSDILink_A6S
Animation = ABSDILink_A6S.ABSDILink_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSDILink_A6SN
Animation = ABSDILink_A6SN.ABSDILink_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_05
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABSDILink_A5
Animation = ABSDILink_A5.ABSDILink_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABSDILink_A5N
Animation = ABSDILink_A5N.ABSDILink_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABSDILink_A5S
Animation = ABSDILink_A5S.ABSDILink_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABSDILink_A5SN
Animation = ABSDILink_A5SN.ABSDILink_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSDILink_AB
Animation = ABSDILink_AB.ABSDILink_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSDILink_ABN
Animation = ABSDILink_ABN.ABSDILink_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSDILink_ABS
Animation = ABSDILink_ABS.ABSDILink_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSDILink_ABSN
Animation = ABSDILink_ABSN.ABSDILink_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSDILink_AB
Animation = ABSDILink_AB.ABSDILink_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSDILink_ABN
Animation = ABSDILink_ABN.ABSDILink_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSDILink_ABS
Animation = ABSDILink_ABS.ABSDILink_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSDILink_ABSN
Animation = ABSDILink_ABSN.ABSDILink_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:ParticleCannon
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaStrategyCenter
End
BuildCost = 5000
BuildTime = 60.0 ; in seconds
EnergyProduction = -10
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaParticleUplinkCannonCommandSet
ExperienceValue = 400 400 400 400 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = ParticleCannonSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_06
MaxHealth = 4000.0
InitialHealth = 4000.0
End
Behavior = BaseRegenerateUpdate ModuleTag_07
;No data
End
Behavior = SpecialPowerCreate ModuleTag_16
;nothing
End
Behavior = SpecialAbility ModuleTag_11
SpecialPowerTemplate = SuperweaponParticleUplinkCannon
UpdateModuleStartsAttack = Yes
End
Behavior = ParticleUplinkCannonUpdate ModuleTag_12
SpecialPowerTemplate = SuperweaponParticleUplinkCannon
;The values trigger the various pre-stages before being ready to actually fire.
;The total combined value of these determines the first sign of activity in the
;cannon.
BeginChargeTime = 5000 ;The outer nodes begin to charge.
RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed)
ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire.
;***NOTE -- these values effect gameplay*****
TotalFiringTime = 10000 ;The total ground contact time of the beam
DamagePerSecond = 400 ;Amount of damage inflicted per second
TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate
WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking)
BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish.
DamageType = PARTICLE_BEAM ;Type of damage inflicted.
DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too!
RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death.
;********************************************
;Bone names for required elements
OuterEffectBoneName = FX ;The base name for the outer node bones.
OuterEffectNumBones = 5 ;The number of outer nodes.
ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet.
FireBoneName = FXMain ;The name of the bone where the main beam is fired from.
;These are particle systems tied to the outer nodes in varying intensities.
OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare
OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare
OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare
;The connectors system connects each of the outer nodes to the central node that receives
;the lasers from outside.
ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser
ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser
;Currently commented out -- These
;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare
;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare
;This is the name of the bone on the building where the beam is fired from
LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire
ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser
GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called.
;The flare fxlist that is played over and over during the beam firing process. Be
;mindful of the delay because that effects both art and sound.
BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration
DelayBetweenLaunchFX = 1000
;Each scorch mark creates an object in the world, so while making more looks better
;it becomes a performance issue. The scalar will calculate the size of the scorch
;mark to make based on the current size of the beam (which changes dynamically). The
;number also matches the number of times the "GroundHitFX" is called.
TotalScorchMarks = 20
ScorchMarkScalar = 2.4
;***NOTE -- these values effect gameplay***
;The swath of death is the path the laser tracers centered on the targeted position.
;If the amplitude is zero, the line will go straight, with a higher value, it'll do
;a sine wave iteration, but always goes through the target point.
SwathOfDeathDistance = 200.0
SwathOfDeathAmplitude = 50.0
ManualDrivingSpeed = 20
ManualFastDrivingSpeed = 40
DoubleClickToFastDriveDelay = 500
;***SOUNDS!****
PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop
UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop
FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop
GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop
;The trail left behind creates an object that inflicts extra damage for a short period of time.
DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant
End
Behavior = FlammableUpdate ModuleTag_14
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = ProductionUpdate ModuleTag_15
; LAME! -- this is needed in order to get a public timer to work!
End
Behavior = TransitionDamageFX ModuleTag_17
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Behavior = SlowDeathBehavior ModuleTag_18
; don't run this death if we are under construction...
ExemptStatus = UNDER_CONSTRUCTION
DestructionDelay = 2000
FX = INITIAL FX_ParticleUplinkDeathInitial
OCL = INITIAL OCL_SDILinkLasers
FX = FINAL FX_StructureMediumDeath
OCL = FINAL OCL_ParticleUplinkDeathFinal
End
Behavior = InstantDeathBehavior ModuleTag_19
; if we are under construction, use this death instead
RequiredStatus = UNDER_CONSTRUCTION
OCL = OCL_ABPowerPlantExplode
FX = FX_StructureMediumDeath
End
Geometry = BOX
GeometryMajorRadius = 64.0
GeometryMinorRadius = 38.0
GeometryHeight = 38.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object SDILasers
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ABSDILink_L
Animation = ABSDILink_L.ABSDILink_L
AnimationMode = ONCE
End
End
Behavior = LifetimeUpdate ModuleTag_02
MinLifetime = 3000 ; min lifetime in msec
MaxLifetime = 3000 ; max lifetime in msec
End
Body = HighlanderBody ModuleTag_03
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = DestroyDie ModuleTag_04
;<NO DATA>
End
End
;------------------------------------------------------------------------------
Object AmericaDetentionCamp
; *** ART Parameters ***
SelectPortrait = SAPrison_L
ButtonImage = SAPrison
Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = PRISONYARD
OkToChangeModelColor = Yes
; day ****************************************
ConditionState = NONE
Model = ABPrison
Animation = ABPrison.ABPrison
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ABPrison_D
Animation = ABPrison_D.ABPrison_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABPrison_E
Animation = ABPrison_E.ABPrison_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Smoke08 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Smoke07 SmolderingFire
ParticleSysBone = Smoke08 SmolderingFire
End
; night ***************************************
ConditionState = NIGHT
Model = ABPrison_N
Animation = ABPrison_N.ABPrison_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ABPrison_DN
Animation = ABPrison_DN.ABPrison_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABPrison_EN
Animation = ABPrison_EN.ABPrison_EN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Smoke08 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Smoke07 SmolderingFire
ParticleSysBone = Smoke08 SmolderingFire
End
; day snow ****************************************
ConditionState = SNOW
Model = ABPrison_S
Animation = ABPrison_S.ABPrison_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ABPrison_DS
Animation = ABPrison_DS.ABPrison_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABPrison_ES
Animation = ABPrison_ES.ABPrison_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Smoke08 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Smoke07 SmolderingFire
ParticleSysBone = Smoke08 SmolderingFire
End
; night snow ***************************************
ConditionState = NIGHT SNOW
Model = ABPrison_NS
Animation = ABPrison_NS.ABPrison_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = ABPrison_DNS
Animation = ABPrison_DNS.ABPrison_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABPrison_ENS
Animation = ABPrison_ENS.ABPrison_ENS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Smoke08 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Smoke07 SmolderingFire
ParticleSysBone = Smoke08 SmolderingFire
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison
Animation = ABPrison.ABPrison
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABPrison_D
Animation = ABPrison_D.ABPrison_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABPrison_E
Animation = ABPrison_E.ABPrison_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABPrison_N
Animation = ABPrison_N.ABPrison_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABPrison_DN
Animation = ABPrison_DN.ABPrison_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABPrison_EN
Animation = ABPrison_EN.ABPrison_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABPrison_S
Animation = ABPrison_S.ABPrison_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABPrison_DS
Animation = ABPrison_DS.ABPrison_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABPrison_ES
Animation = ABPrison_ES.ABPrison_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABPrison_NS
Animation = ABPrison_NS.ABPrison_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABPrison_DNS
Animation = ABPrison_DNS.ABPrison_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABPrison_ENS
Animation = ABPrison_ENS.ABPrison_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A4
Animation = ABPrison_A4.ABPrison_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A4N
Animation = ABPrison_A4N.ABPrison_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A4S
Animation = ABPrison_A4S.ABPrison_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A4SN
Animation = ABPrison_A4SN.ABPrison_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPrison_A4
Animation = ABPrison_A4.ABPrison_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPrison_A4N
Animation = ABPrison_A4N.ABPrison_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPrison_A4S
Animation = ABPrison_A4S.ABPrison_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPrison_A4SN
Animation = ABPrison_A4SN.ABPrison_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPrison_A4
Animation = ABPrison_A4.ABPrison_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABPrison_A4N
Animation = ABPrison_A4N.ABPrison_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABPrison_A4S
Animation = ABPrison_A4S.ABPrison_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABPrison_A4SN
Animation = ABPrison_A4SN.ABPrison_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABPrison_A6
Animation = ABPrison_A6.ABPrison_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABPrison_A6N
Animation = ABPrison_A6N.ABPrison_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABPrison_A6S
Animation = ABPrison_A6S.ABPrison_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABPrison_A6SN
Animation = ABPrison_A6SN.ABPrison_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPrison_A6
Animation = ABPrison_A6.ABPrison_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPrison_A6N
Animation = ABPrison_A6N.ABPrison_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPrison_A6S
Animation = ABPrison_A6S.ABPrison_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPrison_A6SN
Animation = ABPrison_A6SN.ABPrison_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPrison_A6
Animation = ABPrison_A6.ABPrison_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABPrison_A6N
Animation = ABPrison_A6N.ABPrison_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABPrison_A6S
Animation = ABPrison_A6S.ABPrison_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABPrison_A6SN
Animation = ABPrison_A6SN.ABPrison_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A5
Animation = ABPrison_A5.ABPrison_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A5N
Animation = ABPrison_A5N.ABPrison_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A5S
Animation = ABPrison_A5S.ABPrison_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A5SN
Animation = ABPrison_A5SN.ABPrison_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPrison_AB
Animation = ABPrison_AB.ABPrison_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPrison_ABN
Animation = ABPrison_ABN.ABPrison_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPrison_ABS
Animation = ABPrison_ABS.ABPrison_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPrison_ABSN
Animation = ABPrison_ABSN.ABPrison_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPrison_AB
Animation = ABPrison_AB.ABPrison_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABPrison_ABN
Animation = ABPrison_ABN.ABPrison_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABPrison_ABS
Animation = ABPrison_ABS.ABPrison_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABPrison_ABSN
Animation = ABPrison_ABSN.ABPrison_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:DetentionCamp
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaStrategyCenter
End
BuildCost = 1000
BuildTime = 30.0 ; in seconds
EnergyProduction = 0
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaDetentionCampCommandSet
ExperienceValue = 100 100 100 100 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = DetentionCampSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 2000.0
InitialHealth = 2000.0
End
Behavior = BaseRegenerateUpdate ModuleTag_08
;<NO DATA>
End
Behavior = DestroyDie ModuleTag_10
;<NO DATA>
End
Behavior = CreateObjectDie ModuleTag_12
CreationList = OCL_ABPowerPlantExplode
End
Behavior = CreateObjectDie ModuleTag_13
CreationList = OCL_AmericanRangerDebris08
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_14
DeathFX = FX_StructureMediumDeath
End
Behavior = SpyVisionSpecialPower ModuleTag_15
SpecialPowerTemplate = SuperweaponCIAIntelligence
BaseDuration = 30000 ;in milliseconds
BonusDurationPerCaptured = 10000 ;in milliseconds
MaxDuration = 240000 ;in milliseconds
End
Behavior = SpyVisionUpdate ModuleTag_16
;<NO DATA>
End
Behavior = FlammableUpdate ModuleTag_18
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_19
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 49.0
GeometryMinorRadius = 63.0
GeometryHeight = 35.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
ObjectReskin GLAHoleBlackMarket GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBBlackMkt_R
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = UBBlackMkt_R
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
End
End
End
;------------------------------------------------------------------------------
Object GLAScudStorm
; *** ART Parameters ***
SelectPortrait = SUScudStorm_L
ButtonImage = SUScudStorm
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
; day
ConditionState = NONE ; lying around
Model = UBScudStrm_A1
Animation = UBScudStrm_A1.UBScudStrm_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up
Model = UBScudStrm_A1
Animation = UBScudStrm_A1.UBScudStrm_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot
Model = UBScudStrm_A2
Animation = UBScudStrm_A2.UBScudStrm_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A
TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people
Model = UBScudStrm_A3
Animation = UBScudStrm_A3.UBScudStrm_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBScudStrm_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBScudStrm_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
;-------------------------------------------------------------------------------------------------------------------------
; day
ConditionState = DAMAGED
Model = UBScudStrm_DA1
Animation = UBScudStrm_DA1.UBScudStrm_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_DAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED
Model = UBScudStrm_DA1
Animation = UBScudStrm_DA1.UBScudStrm_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING DAMAGED
Model = UBScudStrm_DA2
Animation = UBScudStrm_DA2.UBScudStrm_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_DAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A DAMAGED
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED
TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED
Model = UBScudStrm_DA3
Animation = UBScudStrm_DA3.UBScudStrm_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
;-------------------------------------------------------------------------------------------------------------------------
ConditionState = REALLYDAMAGED RUBBLE
Model = UBScudStrm_EA1
Animation = UBScudStrm_EA1.UBScudStrm_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_REALLYDAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED
Model = UBScudStrm_EA1
Animation = UBScudStrm_EA1.UBScudStrm_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING REALLYDAMAGED RUBBLE
Model = UBScudStrm_EA2
Animation = UBScudStrm_EA2.UBScudStrm_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_REALLYDAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE
TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED
Model = UBScudStrm_EA3
Animation = UBScudStrm_EA3.UBScudStrm_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
;-------------------------------------------------------------------------------------------------------------------------
; SNOW
ConditionState = SNOW ; from underground to lying around
Model = UBScudStrm_A1S
Animation = UBScudStrm_A1S.UBScudStrm_A1S
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_SNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW
Model = UBScudStrm_A1S
Animation = UBScudStrm_A1S.UBScudStrm_A1S
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING SNOW ; Projectile feedback code selectively hiding missiles as they shoot
Model = UBScudStrm_A2S
Animation = UBScudStrm_A2S.UBScudStrm_A2S
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_SNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A SNOW
TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground
Model = UBScudStrm_A3S
Animation = UBScudStrm_A3S.UBScudStrm_A3S
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBScudStrm
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
Model = UBScudStrm_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
Model = UBScudStrm_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
;-------------------------------------------------------------------------------------------------------------------------
ConditionState = DAMAGED SNOW
Model = UBScudStrm_DA1
Animation = UBScudStrm_DA1.UBScudStrm_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_DAMAGED_SNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW
Model = UBScudStrm_DA1
Animation = UBScudStrm_DA1.UBScudStrm_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING DAMAGED SNOW
Model = UBScudStrm_DA2
Animation = UBScudStrm_DA2.UBScudStrm_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_DAMAGED_SNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW
TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW
Model = UBScudStrm_DA3
Animation = UBScudStrm_DA3.UBScudStrm_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
;-------------------------------------------------------------------------------------------------------------------------
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBScudStrm_EA1
Animation = UBScudStrm_EA1.UBScudStrm_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_REALLYDAMAGED_SNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW
Model = UBScudStrm_EA1
Animation = UBScudStrm_EA1.UBScudStrm_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW
Model = UBScudStrm_EA2
Animation = UBScudStrm_EA2.UBScudStrm_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW
TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW
Model = UBScudStrm_EA3
Animation = UBScudStrm_EA3.UBScudStrm_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
;-------------------------------------------------------------------------------------------------------------------------
; NIGHT
ConditionState = NIGHT ; from underground to lying around
Model = UBScudStrm_A1
Animation = UBScudStrm_A1.UBScudStrm_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT
Model = UBScudStrm_A1
Animation = UBScudStrm_A1.UBScudStrm_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING NIGHT ; Projectile feedback code selectively hiding missiles as they shoot
Model = UBScudStrm_A2
Animation = UBScudStrm_A2.UBScudStrm_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A NIGHT
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT
TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground
Model = UBScudStrm_A3
Animation = UBScudStrm_A3.UBScudStrm_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBScudStrm
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
Model = UBScudStrm_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
Model = UBScudStrm_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
;-------------------------------------------------------------------------------------------------------------------------
ConditionState = DAMAGED NIGHT
Model = UBScudStrm_DA1N
Animation = UBScudStrm_DA1N.UBScudStrm_DA1N
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_DAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT
Model = UBScudStrm_DA1N
Animation = UBScudStrm_DA1N.UBScudStrm_DA1N
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING DAMAGED NIGHT
Model = UBScudStrm_DA2N
Animation = UBScudStrm_DA2N.UBScudStrm_DA2N
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED
TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT
Model = UBScudStrm_DA3N
Animation = UBScudStrm_DA3N.UBScudStrm_DA3N
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
;-------------------------------------------------------------------------------------------------------------------------
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBScudStrm_EA1N
Animation = UBScudStrm_EA1N.UBScudStrm_EA1N
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT
Model = UBScudStrm_EA1N
Animation = UBScudStrm_EA1N.UBScudStrm_EA1N
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT
Model = UBScudStrm_EA2N
Animation = UBScudStrm_EA2N.UBScudStrm_EA2N
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE
TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT
Model = UBScudStrm_EA3N
Animation = UBScudStrm_EA3N.UBScudStrm_EA3N
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
;-------------------------------------------------------------------------------------------------------------------------
; NIGHT SNOW
ConditionState = NIGHT SNOW ; from underground to lying around
Model = UBScudStrm_A1NS
Animation = UBScudStrm_A1NS.UBScudStrm_A1NS
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_NIGHTSNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW
Model = UBScudStrm_A1NS
Animation = UBScudStrm_A1NS.UBScudStrm_A1NS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot
Model = UBScudStrm_A2NS
Animation = UBScudStrm_A2NS.UBScudStrm_A2NS
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_NIGHTSNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A NIGHT SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW
TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground
Model = UBScudStrm_A3NS
Animation = UBScudStrm_A3NS.UBScudStrm_A3NS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBScudStrm
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
Model = UBScudStrm_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
Model = UBScudStrm_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
;-------------------------------------------------------------------------------------------------------------------------
ConditionState = DAMAGED NIGHT SNOW
Model = UBScudStrm_DA1N
Animation = UBScudStrm_DA1N.UBScudStrm_DA1N
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW
Model = UBScudStrm_DA1N
Animation = UBScudStrm_DA1N.UBScudStrm_DA1N
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING DAMAGED NIGHT SNOW
Model = UBScudStrm_DA2N
Animation = UBScudStrm_DA2N.UBScudStrm_DA2N
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW
TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW
Model = UBScudStrm_DA3N
Animation = UBScudStrm_DA3N.UBScudStrm_DA3N
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
;-------------------------------------------------------------------------------------------------------------------------
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UBScudStrm_EA1N
Animation = UBScudStrm_EA1N.UBScudStrm_EA1N
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW
Model = UBScudStrm_EA1N
Animation = UBScudStrm_EA1N.UBScudStrm_EA1N
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UBScudStrm_EA2N
Animation = UBScudStrm_EA2N.UBScudStrm_EA2N
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY WeaponA
TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
ParticleSysBone = FXBone01 ScudStormBuildingGoo
ParticleSysBone = FXBone02 ScudStormBuildingGoo
ParticleSysBone = FXBone03 ScudStormBuildingGoo
End
AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW
TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW
Model = UBScudStrm_EA3N
Animation = UBScudStrm_EA3N.UBScudStrm_EA3N
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = SOLD
Model = NONE
End
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD DAMAGED SNOW
AliasConditionState = SOLD REALLYDAMAGED SNOW
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD DAMAGED NIGHT
AliasConditionState = SOLD REALLYDAMAGED NIGHT
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD DAMAGED NIGHT SNOW
AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW
End
;-------------------------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------------------
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = None
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = SOLD
Model = NONE
End
ConditionState = SOLD SNOW
Model = NONE
End
ConditionState = SOLD NIGHT
Model = NONE
End
ConditionState = SOLD NIGHT SNOW
Model = NONE
End
ConditionState = PREATTACK_A ATTACKING
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
ConditionState = ATTACKING
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
;These assets are missing (KM: removed to get rid of assert)
;ConditionState = DAMAGED
; Model = UBScudStrm_DA5
; Animation = UBScudStrm_DA5.UBScudStrm_DA5
; AnimationMode = MANUAL
; Flags = START_FRAME_FIRST
;End
;These assets are missing (KM: removed to get rid of assert)
;ConditionState = PREATTACK_A ATTACKING DAMAGED
; Model = UBScudStrm_DA5
; Animation = UBScudStrm_DA5.UBScudStrm_DA5
; AnimationMode = LOOP
; Flags = START_FRAME_FIRST
;End
;These assets are missing (KM: removed to get rid of assert)
;ConditionState = ATTACKING DAMAGED
; Model = UBScudStrm_DA5
; Animation = UBScudStrm_DA5.UBScudStrm_DA5
; AnimationMode = LOOP
; Flags = START_FRAME_FIRST
;End
;These assets are missing (KM: removed to get rid of assert)
;ConditionState = REALLYDAMAGED
; Model = UBScudStrm_EA5
; Animation = UBScudStrm_EA5.UBScudStrm_EA5
; AnimationMode = MANUAL
; Flags = START_FRAME_FIRST
;End
;These assets are missing (KM: removed to get rid of assert)
;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED
; Model = UBScudStrm_EA5
; Animation = UBScudStrm_EA5.UBScudStrm_EA5
; AnimationMode = LOOP
; Flags = START_FRAME_FIRST
;End
;These assets are missing (KM: removed to get rid of assert)
;ConditionState = ATTACKING REALLYDAMAGED
; Model = UBScudStrm_EA5
; Animation = UBScudStrm_EA5.UBScudStrm_EA5
; AnimationMode = LOOP
; Flags = START_FRAME_FIRST
;End
End
Draw = W3DModelDraw ModuleTag_03
OkToChangeModelColor = Yes
ConditionState = None
Model = UBScudStrm_A6
Animation = UBScudStrm_A6.UBScudStrm_A6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED
Model = UBScudStrm_DA6
Animation = UBScudStrm_DA6.UBScudStrm_DA6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBScudStrm_EA6
Animation = UBScudStrm_EA6.UBScudStrm_EA6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_A6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBScudStrm_DA6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = UBScudStrm_EA6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = SOLD SNOW
Model = NONE
End
ConditionState = SOLD NIGHT
Model = NONE
End
ConditionState = SOLD NIGHT SNOW
Model = NONE
End
End
Draw = W3DModelDraw ModuleTag_04
OkToChangeModelColor = Yes
ConditionState = None
Model = UBScudStrm_F
Animation = UBScudStrm_F.UBScudStrm_F
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED
Model = UBScudStrm_DF
Animation = UBScudStrm_DF.UBScudStrm_DF
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBScudStrm_EF
Animation = UBScudStrm_EF.UBScudStrm_EF
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = SOLD
Model = NONE
End
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD DAMAGED SNOW
AliasConditionState = SOLD REALLYDAMAGED SNOW
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD DAMAGED NIGHT
AliasConditionState = SOLD REALLYDAMAGED NIGHT
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD DAMAGED NIGHT SNOW
AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_05
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_AB
Animation = UBScudStrm_AB.UBScudStrm_AB
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_ABN
Animation = UBScudStrm_ABN.UBScudStrm_ABN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_ABS
Animation = UBScudStrm_ABS.UBScudStrm_ABS
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_ABSN
Animation = UBScudStrm_ABSN.UBScudStrm_ABSN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBScudStrm_AB
Animation = UBScudStrm_AB.UBScudStrm_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBScudStrm_ABN
Animation = UBScudStrm_ABN.UBScudStrm_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBScudStrm_ABS
Animation = UBScudStrm_ABS.UBScudStrm_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBScudStrm_ABSN
Animation = UBScudStrm_ABSN.UBScudStrm_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBScudStrm_AB
Animation = UBScudStrm_AB.UBScudStrm_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBScudStrm_ABN
Animation = UBScudStrm_ABN.UBScudStrm_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBScudStrm_ABS
Animation = UBScudStrm_ABS.UBScudStrm_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBScudStrm_ABSN
Animation = UBScudStrm_ABSN.UBScudStrm_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_06
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBScudStrm_AC
Animation = UBScudStrm_AC.UBScudStrm_AC
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBScudStrm_ACN
Animation = UBScudStrm_ACN.UBScudStrm_ACN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBScudStrm_ACS
Animation = UBScudStrm_ACS.UBScudStrm_ACS
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBScudStrm_ACSN
Animation = UBScudStrm_ACSN.UBScudStrm_ACSN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBScudStrm_AC
Animation = UBScudStrm_AC.UBScudStrm_AC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBScudStrm_ACN
Animation = UBScudStrm_ACN.UBScudStrm_ACN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBScudStrm_ACS
Animation = UBScudStrm_ACS.UBScudStrm_ACS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBScudStrm_ACSN
Animation = UBScudStrm_ACSN.UBScudStrm_ACSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBScudStrm_AC
Animation = UBScudStrm_AC.UBScudStrm_AC
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBScudStrm_ACN
Animation = UBScudStrm_ACN.UBScudStrm_ACN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBScudStrm_ACS
Animation = UBScudStrm_ACS.UBScudStrm_ACS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBScudStrm_ACSN
Animation = UBScudStrm_ACSN.UBScudStrm_ACSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:ScudStorm
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLAPalace
End
BuildCost = 5000
BuildTime = 60.0 ; in seconds
EnergyProduction = 0
CommandSet = GLAScudStormCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
WeaponSet
Conditions = None
Weapon = PRIMARY ScudStormWeapon
AutoChooseSources = PRIMARY NONE
End
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 400 400 400 400 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = ScudStormSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE
Body = StructureBody ModuleTag_07
MaxHealth = 4000.0
InitialHealth = 4000.0
End
Behavior = RebuildHoleExposeDie ModuleTag_08
HoleName = GLAHoleScudStorm
HoleMaxHealth = 500.0
End
Behavior = AIUpdateInterface ModuleTag_09
End
Behavior = OCLSpecialPower ModuleTag_10
SpecialPowerTemplate = SuperweaponScudStorm
OCL = SUPERWEAPON_ScudStorm
End
Behavior = SpecialPowerCreate ModuleTag_11
;nothing
End
Behavior = DestroyDie ModuleTag_12
;nothing
End
Behavior = CreateObjectDie ModuleTag_13
CreationList = OCL_PoisonFieldMedium
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_14
DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = RadiusDecalUpdate ModuleTag_17
; nothing
End
Behavior = TransitionDamageFX ModuleTag_18
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 71.0
GeometryMinorRadius = 67.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
ObjectReskin GLAHoleScudStorm GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
;Remove comments for this section and replace the model entries for the
;pristine, and damage/reallydamaged rubble around the GLA hole below
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBScudStrm_R
End
End
; ConditionState = DAMAGED REALLYDAMAGED
; Model = UBScudStrm_R
; End
; End
End
;------------------------------------------------------------------------------
;China Neutron Missile, NukeSilo, Nuke Silo
Object ChinaNuclearMissileLauncher
; *** ART Parameters ***
SelectPortrait = SNNukeMisl_L
ButtonImage = SNNukeMisl
SelectPortrait = SNNukeMisl_L
ButtonImage = SNNukeMisl
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = NBNMissle
End
ConditionState = SOLD
Model = NONE
End
ConditionState = SOLD SNOW
Model = NONE
End
ConditionState = SOLD NIGHT
Model = NONE
End
ConditionState = SOLD NIGHT SNOW
Model = NONE
End
ConditionState = DAMAGED
Model = NBNMissle_D
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBNMissle_E
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = AWAITING_CONSTRUCTION
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBNMissle
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBNMissle_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = NBNMissle_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = DOOR_1_OPENING
Model = NBNMissle_A2
Animation = NBNMissle_A2.NBNMissle_A2
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DOOR_1_WAITING_OPEN
Model = NBNMissle_A2
Animation = NBNMissle_A2.NBNMissle_A2
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE
Model = NBNMissle_A3
Animation = NBNMissle_A3.NBNMissle_A3
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
End
ConditionState = DOOR_1_CLOSING
Model = NBNMissle_A3
Animation = NBNMissle_A3.NBNMissle_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
ConditionState = DOOR_1_OPENING DAMAGED
Model = NBNMissle_A2D
Animation = NBNMissle_A2D.NBNMissle_A2D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = NBNMissle_A2D
Animation = NBNMissle_A2D.NBNMissle_A2D
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED
Model = NBNMissle_A3D
Animation = NBNMissle_A3D.NBNMissle_A3D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING DAMAGED
Model = NBNMissle_A3D
Animation = NBNMissle_A3D.NBNMissle_A3D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = NBNMissle_A2E
Animation = NBNMissle_A2E.NBNMissle_A2E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = NBNMissle_A2E
Animation = NBNMissle_A2E.NBNMissle_A2E
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE
Model = NBNMissle_A3E
Animation = NBNMissle_A3E.NBNMissle_A3E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = NBNMissle_A3E
Animation = NBNMissle_A3E.NBNMissle_A3E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
; night
ConditionState = NIGHT
Model = NBNMissle_N
End
ConditionState = DAMAGED NIGHT
Model = NBNMissle_DN
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBNMissle_EN
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = AWAITING_CONSTRUCTION NIGHT
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBNMissle_N
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBNMissle_DN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBNMissle_EN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = DOOR_1_OPENING NIGHT
Model = NBNMissle_A2N
Animation = NBNMissle_A2N.NBNMissle_A2N
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DOOR_1_WAITING_OPEN NIGHT
Model = NBNMissle_A2N
Animation = NBNMissle_A2N.NBNMissle_A2N
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT
Model = NBNMissle_A3N
Animation = NBNMissle_A3N.NBNMissle_A3N
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
End
ConditionState = DOOR_1_CLOSING NIGHT
Model = NBNMissle_A3N
Animation = NBNMissle_A3N.NBNMissle_A3N
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
ConditionState = DOOR_1_OPENING DAMAGED NIGHT
Model = NBNMissle_A2DN
Animation = NBNMissle_A2DN.NBNMissle_A2DN
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT
Model = NBNMissle_A2DN
Animation = NBNMissle_A2DN.NBNMissle_A2DN
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT
Model = NBNMissle_A3DN
Animation = NBNMissle_A3DN.NBNMissle_A3DN
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING DAMAGED NIGHT
Model = NBNMissle_A3DN
Animation = NBNMissle_A3DN.NBNMissle_A3DN
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT
Model = NBNMissle_A2EN
Animation = NBNMissle_A2EN.NBNMissle_A2EN
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT
Model = NBNMissle_A2EN
Animation = NBNMissle_A2EN.NBNMissle_A2EN
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT
Model = NBNMissle_A3EN
Animation = NBNMissle_A3EN.NBNMissle_A3EN
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT
Model = NBNMissle_A3EN
Animation = NBNMissle_A3EN.NBNMissle_A3EN
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
;-------------- SNOW! --------------------
ConditionState = SNOW
Model = NBNMissle_S
End
ConditionState = DAMAGED SNOW
Model = NBNMissle_DS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBNMissle_ES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = AWAITING_CONSTRUCTION SNOW
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBNMissle_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBNMissle_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBNMissle_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = DOOR_1_OPENING SNOW
Model = NBNMissle_A2S
Animation = NBNMissle_A2S.NBNMissle_A2S
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DOOR_1_WAITING_OPEN SNOW
Model = NBNMissle_A2S
Animation = NBNMissle_A2S.NBNMissle_A2S
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW
Model = NBNMissle_A3S
Animation = NBNMissle_A3S.NBNMissle_A3S
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
End
ConditionState = DOOR_1_CLOSING SNOW
Model = NBNMissle_A3S
Animation = NBNMissle_A3S.NBNMissle_A3S
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
ConditionState = DOOR_1_OPENING DAMAGED SNOW
Model = NBNMissle_A2DS
Animation = NBNMissle_A2DS.NBNMissle_A2DS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW
Model = NBNMissle_A2DS
Animation = NBNMissle_A2DS.NBNMissle_A2DS
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW
Model = NBNMissle_A3DS
Animation = NBNMissle_A3DS.NBNMissle_A3DS
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING DAMAGED SNOW
Model = NBNMissle_A3DS
Animation = NBNMissle_A3DS.NBNMissle_A3DS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW
Model = NBNMissle_A2ES
Animation = NBNMissle_A2ES.NBNMissle_A2ES
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW
Model = NBNMissle_A2ES
Animation = NBNMissle_A2ES.NBNMissle_A2ES
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW
Model = NBNMissle_A3ES
Animation = NBNMissle_A3ES.NBNMissle_A3ES
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW
Model = NBNMissle_A3ES
Animation = NBNMissle_A3ES.NBNMissle_A3ES
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
; night
ConditionState = NIGHT SNOW
Model = NBNMissle_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = NBNMissle_DNS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBNMissle_ENS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBNMissle_NS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBNMissle_DNS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBNMissle_ENS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = DOOR_1_OPENING NIGHT SNOW
Model = NBNMissle_A2NS
Animation = NBNMissle_A2NS.NBNMissle_A2NS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW
Model = NBNMissle_A2NS
Animation = NBNMissle_A2NS.NBNMissle_A2NS
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW
Model = NBNMissle_A3NS
Animation = NBNMissle_A3NS.NBNMissle_A3NS
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
End
ConditionState = DOOR_1_CLOSING NIGHT SNOW
Model = NBNMissle_A3NS
Animation = NBNMissle_A3NS.NBNMissle_A3NS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW
Model = NBNMissle_A2DNS
Animation = NBNMissle_A2DNS.NBNMissle_A2DNS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW
Model = NBNMissle_A2DNS
Animation = NBNMissle_A2DNS.NBNMissle_A2DNS
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW
Model = NBNMissle_A3DNS
Animation = NBNMissle_A3DNS.NBNMissle_A3DNS
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW
Model = NBNMissle_A3DNS
Animation = NBNMissle_A3DNS.NBNMissle_A3DNS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBNMissle_A2ENS
Animation = NBNMissle_A2ENS.NBNMissle_A2ENS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBNMissle_A2ENS
Animation = NBNMissle_A2ENS.NBNMissle_A2ENS
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBNMissle_A3ENS
Animation = NBNMissle_A3ENS.NBNMissle_A3ENS
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPos
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBNMissle_A3ENS
Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBNMissle_A4
Animation = NBNMissle_A4.NBNMissle_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBNMissle_A4N
Animation = NBNMissle_A4N.NBNMissle_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBNMissle_A4S
Animation = NBNMissle_A4S.NBNMissle_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBNMissle_A4SN
Animation = NBNMissle_A4SN.NBNMissle_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBNMissle_A4
Animation = NBNMissle_A4.NBNMissle_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBNMissle_A4N
Animation = NBNMissle_A4N.NBNMissle_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBNMissle_A4S
Animation = NBNMissle_A4S.NBNMissle_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBNMissle_A4SN
Animation = NBNMissle_A4SN.NBNMissle_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBNMissle_A4
Animation = NBNMissle_A4.NBNMissle_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBNMissle_A4N
Animation = NBNMissle_A4N.NBNMissle_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBNMissle_A4S
Animation = NBNMissle_A4S.NBNMissle_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBNMissle_A4SN
Animation = NBNMissle_A4SN.NBNMissle_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBNMissle_A6
Animation = NBNMissle_A6.NBNMissle_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBNMissle_A6N
Animation = NBNMissle_A6N.NBNMissle_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBNMissle_A6S
Animation = NBNMissle_A6S.NBNMissle_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBNMissle_A6SN
Animation = NBNMissle_A6SN.NBNMissle_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBNMissle_A6
Animation = NBNMissle_A6.NBNMissle_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBNMissle_A6N
Animation = NBNMissle_A6N.NBNMissle_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBNMissle_A6S
Animation = NBNMissle_A6S.NBNMissle_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBNMissle_A6SN
Animation = NBNMissle_A6SN.NBNMissle_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBNMissle_A6
Animation = NBNMissle_A6.NBNMissle_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBNMissle_A6N
Animation = NBNMissle_A6N.NBNMissle_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBNMissle_A6S
Animation = NBNMissle_A6S.NBNMissle_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBNMissle_A6SN
Animation = NBNMissle_A6SN.NBNMissle_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBNMissle_A5
Animation = NBNMissle_A5.NBNMissle_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBNMissle_A5N
Animation = NBNMissle_A5N.NBNMissle_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBNMissle_A5S
Animation = NBNMissle_A5S.NBNMissle_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBNMissle_A5SN
Animation = NBNMissle_A5SN.NBNMissle_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBNMissle_AB
Animation = NBNMissle_AB.NBNMissle_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBNMissle_ABN
Animation = NBNMissle_ABN.NBNMissle_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBNMissle_ABS
Animation = NBNMissle_ABS.NBNMissle_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBNMissle_ABSN
Animation = NBNMissle_ABSN.NBNMissle_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBNMissle_AB
Animation = NBNMissle_AB.NBNMissle_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBNMissle_ABN
Animation = NBNMissle_ABN.NBNMissle_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBNMissle_ABS
Animation = NBNMissle_ABS.NBNMissle_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBNMissle_ABSN
Animation = NBNMissle_ABSN.NBNMissle_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; Blinking lights
Draw = W3DModelDraw ModuleTag_05
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = NBNMissle_AC
Animation = NONE
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBNMissle_AC
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
ConditionState = DOOR_1_OPENING
Model = NBNMissle_AC
Animation = NBNMissle_AC.NBNMissle_AC
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_WAITING_OPEN
Model = NBNMissle_AC
Animation = NBNMissle_AC.NBNMissle_AC
AnimationMode = LOOP
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_WAITING_TO_CLOSE
Model = NBNMissle_AC
Animation = NBNMissle_AC.NBNMissle_AC
AnimationMode = LOOP
Flags = START_FRAME_FIRST
;WeaponLaunchBone = PRIMARY RockPos
End
ConditionState = DOOR_1_CLOSING
Model = NBNMissle_AC
Animation = NBNMissle_AC.NBNMissle_AC
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:NuclearMissile
Side = China
EditorSorting = STRUCTURE
Prerequisites
Object = ChinaPropagandaCenter
End
BuildCost = 5000
BuildTime = 60.0 ; in seconds
EnergyProduction = -10
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
CommandSet = ChinaNuclearMissileCommandSet
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 400 400 400 400 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = NuclearMissileSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_06
MaxHealth = 4000.0
InitialHealth = 4000.0
End
Behavior = OCLSpecialPower ModuleTag_07
SpecialPowerTemplate = SuperweaponNeutronMissile
OCL = SUPERWEAPON_NeutronMissile
End
Behavior = SpecialPowerCreate ModuleTag_08
;nothing
End
Behavior = MissileLauncherBuildingUpdate ModuleTag_09
SpecialPowerTemplate = SuperweaponNeutronMissile
DoorOpenTime = 8000
DoorWaitOpenTime = 2000
DoorCloseTime = 8000
; FXLists to play at transitions:
DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen
;DoorOpenFX = FX_ABPowerPlantExplode
DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch
;DoorClosingFX = FX_ABPowerPlantExplode
;DoorClosedFX = FX_ABPowerPlantExplode
; looping sound to play while open:
DoorOpenIdleAudio = BuildingNeutronMissileHiss
End
Behavior = ProductionUpdate ModuleTag_10
DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED
End
Behavior = DestroyDie ModuleTag_11
;Nothing
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
DeathWeapon = ChinaPowerPlantDeathWeapon
StartsActive = Yes
End
Behavior = GenerateMinefieldBehavior ModuleTag_13
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = FlammableUpdate ModuleTag_14
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_15
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Behavior = CreateObjectDie ModuleTag_20
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_21
ExemptStatus = UNDER_CONSTRUCTION
DeathFX = FX_NukeGLA
End
Geometry = BOX
GeometryMajorRadius = 45.0
GeometryMinorRadius = 55.0
GeometryHeight = 64.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object ChinaSpeakerTower
; *** ART Parameters ***
SelectPortrait = SNPropSpeaker_L
ButtonImage = SNPropSpeaker
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = NBPTower
Animation = NBPTower.NBPTower
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = NBPTower_D
Animation = NBPTower_D.NBPTower_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBPTower_E
Animation = NBPTower_E.NBPTower_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
; day Snow
ConditionState = SNOW
Model = NBPTower_S
Animation = NBPTower_S.NBPTower_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = NBPTower_DS
Animation = NBPTower_DS.NBPTower_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBPTower_ES
Animation = NBPTower_ES.NBPTower_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
; night
ConditionState = NIGHT
Model = NBPTower_N
Animation = NBPTower_N.NBPTower_N
AnimationMode = LOOP
End
ConditionState = NIGHT DAMAGED
Model = NBPTower_DN
Animation = NBPTower_DN.NBPTower_DN
AnimationMode = LOOP
End
ConditionState = NIGHT REALLYDAMAGED RUBBLE
Model = NBPTower_EN
Animation = NBPTower_EN.NBPTower_EN
AnimationMode = LOOP
End
;Snow Night
ConditionState = NIGHT SNOW
Model = NBPTower_NS
Animation = NBPTower_NS.NBPTower_NS
AnimationMode = LOOP
End
ConditionState = NIGHT SNOW DAMAGED
Model = NBPTower_DNS
Animation = NBPTower_DNS.NBPTower_DNS
AnimationMode = LOOP
End
ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
Model = NBPTower_ENS
Animation = NBPTower_ENS.NBPTower_ENS
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower
Animation = NBPTower.NBPTower
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBPTower_D
Animation = NBPTower_D.NBPTower_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBPTower_E
Animation = NBPTower_E.NBPTower_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBPTower_N
Animation = NBPTower_N.NBPTower_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBPTower_DN
Animation = NBPTower_DN.NBPTower_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBPTower_EN
Animation = NBPTower_EN.NBPTower_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBPTower_S
Animation = NBPTower_S.NBPTower_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBPTower_DS
Animation = NBPTower_DS.NBPTower_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBPTower_ES
Animation = NBPTower_ES.NBPTower_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBPTower_NS
Animation = NBPTower_NS.NBPTower_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBPTower_DNS
Animation = NBPTower_DNS.NBPTower_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBPTower_ENS
Animation = NBPTower_ENS.NBPTower_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4
Animation = NBPTower_A4.NBPTower_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4N
Animation = NBPTower_A4N.NBPTower_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4S
Animation = NBPTower_A4S.NBPTower_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4SN
Animation = NBPTower_A4SN.NBPTower_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPTower_A4
Animation = NBPTower_A4.NBPTower_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPTower_A4N
Animation = NBPTower_A4N.NBPTower_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPTower_A4S
Animation = NBPTower_A4S.NBPTower_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPTower_A4SN
Animation = NBPTower_A4SN.NBPTower_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPTower_A4
Animation = NBPTower_A4.NBPTower_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPTower_A4N
Animation = NBPTower_A4N.NBPTower_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPTower_A4S
Animation = NBPTower_A4S.NBPTower_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPTower_A4SN
Animation = NBPTower_A4SN.NBPTower_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBPTower_A6
Animation = NBPTower_A6.NBPTower_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBPTower_A6N
Animation = NBPTower_A6N.NBPTower_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBPTower_A6S
Animation = NBPTower_A6S.NBPTower_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBPTower_A6SN
Animation = NBPTower_A6SN.NBPTower_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPTower_A6
Animation = NBPTower_A6.NBPTower_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPTower_A6N
Animation = NBPTower_A6N.NBPTower_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPTower_A6S
Animation = NBPTower_A6S.NBPTower_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPTower_A6SN
Animation = NBPTower_A6SN.NBPTower_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPTower_A6
Animation = NBPTower_A6.NBPTower_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPTower_A6N
Animation = NBPTower_A6N.NBPTower_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPTower_A6S
Animation = NBPTower_A6S.NBPTower_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPTower_A6SN
Animation = NBPTower_A6SN.NBPTower_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5
Animation = NBPTower_A5.NBPTower_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5N
Animation = NBPTower_A5N.NBPTower_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5S
Animation = NBPTower_A5S.NBPTower_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5SN
Animation = NBPTower_A5SN.NBPTower_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPTower_AB
Animation = NBPTower_AB.NBPTower_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPTower_ABN
Animation = NBPTower_ABN.NBPTower_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPTower_ABS
Animation = NBPTower_ABS.NBPTower_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPTower_ABSN
Animation = NBPTower_ABSN.NBPTower_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPTower_AB
Animation = NBPTower_AB.NBPTower_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPTower_ABN
Animation = NBPTower_ABN.NBPTower_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPTower_ABS
Animation = NBPTower_ABS.NBPTower_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPTower_ABSN
Animation = NBPTower_ABSN.NBPTower_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:SpeakerTower
Side = China
EditorSorting = STRUCTURE
BuildCost = 500
BuildTime = 10.0 ; in seconds
EnergyProduction = -1
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
Prerequisites
Object = ChinaPropagandaCenter
End
CommandSet = ChinaSpeakerTowerCommandSet
ExperienceValue = 50 50 50 50 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = SpeakerTowerSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 300.0
InitialHealth = 300.0
End
Behavior = PropagandaTowerBehavior ModuleTag_06
Radius = 150.0
DelayBetweenUpdates = 2000 ; in milliseconds
HealPercentEachSecond = 2% ; get this % of max health every second
PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
UpgradeRequired = Upgrade_ChinaSubliminalMessaging
UpgradedHealPercentEachSecond = 4% ; get this % of max health every second
UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
End
Behavior = DestroyDie ModuleTag_07
;<NO DATA>
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_ABPowerPlantExplode
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureTinyDeath
End
Behavior = ProductionUpdate ModuleTag_10
;<NO DATA> But is required if we have any Object-level Upgrades!
End
Behavior = GenerateMinefieldBehavior ModuleTag_11
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = FlammableUpdate ModuleTag_13
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End
Geometry = BOX
GeometryMajorRadius = 6.0
GeometryMinorRadius = 6.0
GeometryHeight = 51.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;GLA Demo Trap
Object GLADemoTrap
; *** ART Parameters ***
SelectPortrait = SSHideBomb
ButtonImage = SSHideBomb
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = EXHideBomb
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = EXHideBomb
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = EXHideBomb
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = EXHideBomb
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:DemoTrap
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLAArmsDealer
End
BuildCost = 400
BuildTime = 5.0 ; in seconds
EnergyProduction = 0
VisionRange = 150.0 ; Shroud clearing distance
ShroudClearingRange = 150.0 ; Shroud clearing distance
ExperienceValue = 50 50 50 50 ; Experience point value at each level
WeaponSet
;The weapon set is used to determine detonation mode
Conditions = None
Weapon = PRIMARY DummyWeapon ;Used for mode matching only (when to detonate)
Weapon = SECONDARY DummyWeapon ;Used for mode matching only (when to detonate)
Weapon = TERTIARY DummyWeapon ;Used for mode matching only (when to detonate)
AutoChooseSources = PRIMARY NONE
AutoChooseSources = SECONDARY NONE
AutoChooseSources = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent
End
CommandSet = = GLADemoTrapCommandSet
; *** AUDIO Parameters ***
VoiceSelect = UndergroundGeneratorSelect
; SoundDie = BuildingDie ; Turned off because death is start of detonation
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = StealthUpdate ModuleTag_03
StealthDelay = 0 ; msec
StealthForbiddenConditions = NONE
FriendlyOpacityMin = 100.0%
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = DemoTrapUpdate ModuleTag_04
DefaultProximityMode = Yes ;If yes, defaults to proximity mode, otherwise defaults to manual.
DetonationWeaponSlot = PRIMARY ;The slot the weapon is in when it detonates.
ProximityModeWeaponSlot = SECONDARY ;The slot proximity mode is determined by (bogus weapon)
ManualModeWeaponSlot = TERTIARY ;The slot manual mode is determined by (bogus weapon)
TriggerDetonationRange = 40.0 ;Detonation range when in proximity mode (and must be on ground)
IgnoreTargetTypes = PROJECTILE UNATTACKABLE
AutoDetonationWithFriendsInvolved = Yes ;GLA are low tech
; DetonationWeapon = DemoTrapDetonationWeapon
DetonateWhenKilled = Yes
End
Behavior = SlowDeathBehavior ModuleTag_05
ExemptStatus = UNDER_CONSTRUCTION
DestructionDelay = 1000
FX = INITIAL FX_GLADemoTrapWarning
Weapon = FINAL DemoTrapDetonationWeapon
End
Behavior = FlammableUpdate ModuleTag_07
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = InstantDeathBehavior ModuleTag_08
; if we are under construction, use this death instead
RequiredStatus = UNDER_CONSTRUCTION
; no effect
End
BuildCompletion = PLACED_BY_PLAYER
Shadow = SHADOW_VOLUME
Geometry = CYLINDER
GeometryMajorRadius = 4.0
GeometryHeight = 9
GeometryIsSmall = Yes
End
;------------------------------------------------------------------------------
ObjectReskin GLAHoleDemoTrap GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
;Remove comments for this section and replace the model entries for the
;pristine, and damage/reallydamaged rubble around the GLA hole below
; Draw = W3DModelDraw
; OkToChangeModelColor = Yes
; ConditionState = NONE
; Model = UBSupply_R
; End
; ConditionState = DAMAGED REALLYDAMAGED
; Model = UBSupply_R
; End
; End
End
; -----------------------------------------------------------------------------
Object GLAPowerPlantWindmillBlade
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBPwrPlant_D1
End
End
; ***DESIGN parameters ***
; DisplayName = OBJECT:RocketBuggyDebris
EditorSorting = DEBRIS
KindOf = IMMOBILE
Side = GLA
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
; RadarPriority = UNIT
; KindOf = PRELOAD CAN_CAST_REFLECTIONS
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = PhysicsBehavior ModuleTag_03
Mass = 50
AllowBouncing = Yes
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 10000 ; min lifetime in msec
MaxLifetime = 15000 ; max lifetime in msec
End
Behavior = SlowDeathBehavior ModuleTag_05
SinkDelay = 1000
SinkRate = 1 ; in Dist/Sec
DestructionDelay = 2000
End
Geometry = BOX
GeometryMajorRadius = 9.0
GeometryMinorRadius = 6.0
GeometryHeight = 7.5
GeometryIsSmall = Yes
End
; -----------------------------------------------------------------------------
Object GLATunnelNetwork
; *** ART Parameters ***
SelectPortrait = SUTunnel_L
ButtonImage = SUTunnel
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = UBUndTunn
Turret = Turret01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponMuzzleFlash = PRIMARY BarrelFX
End
ConditionState = DAMAGED
Model = UBUndTunn_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBUndTunn_E
ParticleSysBone = Steam01 SteamVent
End
ConditionState = SNOW
Model = UBUndTunn_S
End
ConditionState = DAMAGED SNOW
Model = UBUndTunn_DS
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBUndTunn_ES
ParticleSysBone = Steam01 SteamVent
End
ConditionState = NIGHT
Model = UBUndTunn_N
End
ConditionState = DAMAGED NIGHT
Model = UBUndTunn_DN
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBUndTunn_EN
ParticleSysBone = Steam01 SteamVent
End
ConditionState = SNOW NIGHT
Model = UBUndTunn_NS
End
ConditionState = DAMAGED SNOW NIGHT
Model = UBUndTunn_DNS
End
ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
Model = UBUndTunn_ENS
ParticleSysBone = Steam01 SteamVent
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBUndTunn_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBUndTunn_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBUndTunn_N
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBUndTunn_DN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBUndTunn_EN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBUndTunn_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBUndTunn_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBUndTunn_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBUndTunn_NS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBUndTunn_DNS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBUndTunn_ENS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4
Animation = UBUndTunn_A4.UBUndTunn_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4N
Animation = UBUndTunn_A4N.UBUndTunn_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4S
Animation = UBUndTunn_A4S.UBUndTunn_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4SN
Animation = UBUndTunn_A4SN.UBUndTunn_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBUndTunn_A4
Animation = UBUndTunn_A4.UBUndTunn_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBUndTunn_A4N
Animation = UBUndTunn_A4N.UBUndTunn_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBUndTunn_A4S
Animation = UBUndTunn_A4S.UBUndTunn_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBUndTunn_A4SN
Animation = UBUndTunn_A4SN.UBUndTunn_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBUndTunn_A4
Animation = UBUndTunn_A4.UBUndTunn_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBUndTunn_A4N
Animation = UBUndTunn_A4N.UBUndTunn_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBUndTunn_A4S
Animation = UBUndTunn_A4S.UBUndTunn_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBUndTunn_A4SN
Animation = UBUndTunn_A4SN.UBUndTunn_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBUndTunn_A6
Animation = UBUndTunn_A6.UBUndTunn_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBUndTunn_A6N
Animation = UBUndTunn_A6N.UBUndTunn_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBUndTunn_A6S
Animation = UBUndTunn_A6S.UBUndTunn_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBUndTunn_A6SN
Animation = UBUndTunn_A6SN.UBUndTunn_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBUndTunn_A6
Animation = UBUndTunn_A6.UBUndTunn_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBUndTunn_A6N
Animation = UBUndTunn_A6N.UBUndTunn_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBUndTunn_A6S
Animation = UBUndTunn_A6S.UBUndTunn_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBUndTunn_A6SN
Animation = UBUndTunn_A6SN.UBUndTunn_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBUndTunn_A6
Animation = UBUndTunn_A6.UBUndTunn_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBUndTunn_A6N
Animation = UBUndTunn_A6N.UBUndTunn_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBUndTunn_A6S
Animation = UBUndTunn_A6S.UBUndTunn_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBUndTunn_A6SN
Animation = UBUndTunn_A6SN.UBUndTunn_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:TunnelNetwork
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLABarracks
End
BuildCost = 800
RefundValue = 100 ; With nothing (or zero) listed, we sell for half price.
BuildTime = 15.0 ; in seconds
EnergyProduction = 0
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
WeaponSet
Conditions = None
Weapon = PRIMARY TunnelNetworkGun
End
CommandSet = GLATunnelNetworkCommandSet
ExperienceValue = 100 100 100 100 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = TunnelNetworkSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
SoundEnter = GarrisonEnter
SoundExit = GarrisonExit
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
TurretMoveLoop = NoSound
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE
Body = StructureBody ModuleTag_04
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = StealthDetectorUpdate ModuleTag_13
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 150 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = AIUpdateInterface ModuleTag_16
Turret
TurretTurnRate = 180 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
End
Behavior = TunnelContain ModuleTag_05
TimeForFullHeal = 5000 ;(in milliseconds)
End
Behavior = DefaultProductionExitUpdate ModuleTag_06
UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0
End
Behavior = SpawnBehavior ModuleTag_07
SpawnNumber = 2
SpawnReplaceDelay = 9999
SpawnTemplateName = GLAInfantryTunnelDefender
OneShot = Yes
CanReclaimOrphans = No
End
Behavior = RebuildHoleExposeDie ModuleTag_09
HoleName = GLAHoleTunnelNetwork
HoleMaxHealth = 500.0
End
Behavior = DestroyDie ModuleTag_10
;nothing
End
Behavior = CreateObjectDie ModuleTag_11
CreationList = OCL_ABTunnelNetworkDebris
End
Behavior = FXListDie ModuleTag_12
DeathFX = FX_StructureSmallDeath
End
Behavior = FlammableUpdate ModuleTag_15
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_17
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = CYLINDER
GeometryMajorRadius = 25.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
ObjectReskin GLAHoleTunnelNetwork GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBUndTunn_R
End
ConditionState = DAMAGED REALLYDAMAGED
Model = UBUndTunn_R
End
End
End
;------------------------------------------------------------------------------
;GLA Tunnel Network copy, without the spawn module
Object GLATunnelNetworkNoSpawn
; *** ART Parameters ***
SelectPortrait = SUTunnel_L
ButtonImage = SUTunnel
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = UBUndTunn
Turret = Turret01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponMuzzleFlash = PRIMARY BarrelFX
End
ConditionState = DAMAGED
Model = UBUndTunn_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBUndTunn_E
ParticleSysBone = Steam01 SteamVent
End
ConditionState = SNOW
Model = UBUndTunn_S
End
ConditionState = DAMAGED SNOW
Model = UBUndTunn_DS
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBUndTunn_ES
ParticleSysBone = Steam01 SteamVent
End
ConditionState = NIGHT
Model = UBUndTunn_N
End
ConditionState = DAMAGED NIGHT
Model = UBUndTunn_DN
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBUndTunn_EN
ParticleSysBone = Steam01 SteamVent
End
ConditionState = SNOW NIGHT
Model = UBUndTunn_NS
End
ConditionState = DAMAGED SNOW NIGHT
Model = UBUndTunn_DNS
End
ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
Model = UBUndTunn_ENS
ParticleSysBone = Steam01 SteamVent
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBUndTunn_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBUndTunn_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBUndTunn_N
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBUndTunn_DN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBUndTunn_EN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBUndTunn_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBUndTunn_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBUndTunn_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBUndTunn_NS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBUndTunn_DNS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBUndTunn_ENS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4
Animation = UBUndTunn_A4.UBUndTunn_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4N
Animation = UBUndTunn_A4N.UBUndTunn_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4S
Animation = UBUndTunn_A4S.UBUndTunn_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4SN
Animation = UBUndTunn_A4SN.UBUndTunn_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBUndTunn_A4
Animation = UBUndTunn_A4.UBUndTunn_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBUndTunn_A4N
Animation = UBUndTunn_A4N.UBUndTunn_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBUndTunn_A4S
Animation = UBUndTunn_A4S.UBUndTunn_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBUndTunn_A4SN
Animation = UBUndTunn_A4SN.UBUndTunn_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBUndTunn_A4
Animation = UBUndTunn_A4.UBUndTunn_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBUndTunn_A4N
Animation = UBUndTunn_A4N.UBUndTunn_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBUndTunn_A4S
Animation = UBUndTunn_A4S.UBUndTunn_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBUndTunn_A4SN
Animation = UBUndTunn_A4SN.UBUndTunn_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A6
Animation = UBUndTunn_A6.UBUndTunn_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A6N
Animation = UBUndTunn_A6N.UBUndTunn_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A6S
Animation = UBUndTunn_A6S.UBUndTunn_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A6SN
Animation = UBUndTunn_A6SN.UBUndTunn_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBUndTunn_A6
Animation = UBUndTunn_A6.UBUndTunn_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBUndTunn_A6N
Animation = UBUndTunn_A6N.UBUndTunn_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBUndTunn_A6S
Animation = UBUndTunn_A6S.UBUndTunn_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBUndTunn_A6SN
Animation = UBUndTunn_A6SN.UBUndTunn_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBUndTunn_A6
Animation = UBUndTunn_A6.UBUndTunn_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBUndTunn_A6N
Animation = UBUndTunn_A6N.UBUndTunn_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBUndTunn_A6S
Animation = UBUndTunn_A6S.UBUndTunn_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBUndTunn_A6SN
Animation = UBUndTunn_A6SN.UBUndTunn_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:TunnelNetwork
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLABarracks
End
BuildCost = 800
BuildTime = 5.0 ; in seconds
EnergyProduction = 0
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
WeaponSet
Conditions = None
Weapon = PRIMARY TunnelNetworkGun
End
CommandSet = GLATunnelNetworkCommandSet
ExperienceValue = 100 100 100 100 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = TunnelNetworkSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
SoundEnter = GarrisonEnter
SoundExit = GarrisonExit
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
TurretMoveLoop = NoSound
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE
Body = StructureBody ModuleTag_04
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = StealthDetectorUpdate ModuleTag_13
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 150 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = AIUpdateInterface ModuleTag_16
Turret
TurretTurnRate = 180 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
End
Behavior = TunnelContain ModuleTag_05
TimeForFullHeal = 5000 ;(in milliseconds)
End
; The lack of these two modules is what makes this Single player version different from the normal one
; Behavior = DefaultProductionExitUpdate ModuleTag_06
; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0
; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
; End
;
; Behavior = SpawnBehavior ModuleTag_07
; SpawnNumber = 2
; SpawnReplaceDelay = 9999
; SpawnTemplateName = GLAInfantryTunnelDefender
; OneShot = Yes
; CanReclaimOrphans = No
; End
Behavior = RebuildHoleExposeDie ModuleTag_09
HoleName = GLAHoleTunnelNetwork
HoleMaxHealth = 500.0
End
Behavior = DestroyDie ModuleTag_10
;nothing
End
Behavior = CreateObjectDie ModuleTag_11
CreationList = OCL_ABTunnelNetworkDebris
End
Behavior = FXListDie ModuleTag_12
DeathFX = FX_StructureSmallDeath
End
Behavior = FlammableUpdate ModuleTag_15
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_17
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = CYLINDER
GeometryMajorRadius = 25.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
ObjectReskin GLAHoleTunnelNetworkNoSpawn GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBUndTunn_R
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
End
ConditionState = DAMAGED REALLYDAMAGED
Model = UBUndTunn_R
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
End
End
End
;------------------------------------------------------------------------------
Object GLAStingerSite
; *** ART Parameters ***
SelectPortrait = SUStinger_L
ButtonImage = SUStinger
UpgradeCameo1 = Upgrade_GLAAPRockets
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day ************************************
ConditionState = NONE
Model = UBStingerS
End
ConditionState = DAMAGED
Model = UBStingerS_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBStingerS_E
End
; day snow ************************************
ConditionState = SNOW
Model = UBStingerS_S
End
ConditionState = DAMAGED SNOW
Model = UBStingerS_DS
End
ConditionState = REALLYDAMAGED SNOW RUBBLE
Model = UBStingerS_ES
End
; night **********************************
ConditionState = NIGHT
Model = UBStingerS_N
End
ConditionState = DAMAGED NIGHT
Model = UBStingerS_DN
End
ConditionState = REALLYDAMAGED NIGHT RUBBLE
Model = UBStingerS_EN
End
; night snow **********************************
ConditionState = NIGHT SNOW
Model = UBStingerS_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBStingerS_DNS
End
ConditionState = REALLYDAMAGED NIGHT SNOW RUBBLE
Model = UBStingerS_ENS
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS
; Animation = UBStingerS.UBStingerS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBStingerS_D
; Animation = UBStingerS_D.UBStingerS_D
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBStingerS_E
; Animation = UBStingerS_E.UBStingerS_E
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBStingerS_N
; Animation = UBStingerS_N.UBStingerS_N
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBStingerS_DN
; Animation = UBStingerS_DN.UBStingerS_DN
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBStingerS_EN
; Animation = UBStingerS_EN.UBStingerS_EN
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBStingerS_S
; Animation = UBStingerS_S.UBStingerS_S
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBStingerS_DS
; Animation = UBStingerS_DS.UBStingerS_DS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBStingerS_ES
; Animation = UBStingerS_ES.UBStingerS_ES
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBStingerS_NS
; Animation = UBStingerS_NS.UBStingerS_NS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBStingerS_DNS
; Animation = UBStingerS_DNS.UBStingerS_DNS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBStingerS_ENS
; Animation = UBStingerS_ENS.UBStingerS_ENS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:StingerSite
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLABarracks
End
BuildCost = 900
BuildTime = 25.0 ; in seconds
EnergyProduction = 0
VisionRange = 600.0 ; Shroud clearing distance
ShroudClearingRange = 400
ArmorSet
Conditions = None
Armor = StingerSiteArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = GLAStingerSiteCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = StingerSiteSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS MP_COUNT_FOR_VICTORY SCORE_CREATE
Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior!
MaxHealth = 1000.0
InitialHealth = 1000.0
;**Careful with these damage types -- because area damage types will already
;**damage slaves.
PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +FLESHY_SNIPER +POISON +RADIATION
SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +FLESHY_SNIPER ; Take no damage if noone to pass this to
End
Behavior = SpawnPointProductionExitUpdate ModuleTag_05
SpawnPointBoneName = SpawnPoint
End
Behavior = SpawnBehavior ModuleTag_06
SpawnNumber = 3
SpawnReplaceDelay = 30000 ;msec
SpawnTemplateName = GLAInfantryStingerSoldier
CanReclaimOrphans = No
SpawnedRequireSpawner = Yes
End
Behavior = RebuildHoleExposeDie ModuleTag_08
HoleName = GLAHoleStingerSite
HoleMaxHealth = 500.0
End
Behavior = DestroyDie ModuleTag_09
;<NO DATA>
End
Behavior = CreateObjectDie ModuleTag_10
CreationList = OCL_ABStingerSiteDebris
End
Behavior = FXListDie ModuleTag_11
DeathFX = FX_StructureSmallDeath
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
DeathWeapon = StingerSiteDeathConcussion
StartsActive = Yes
End
Behavior = FlammableUpdate ModuleTag_15
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_16
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = CYLINDER
GeometryMajorRadius = 36.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
ObjectReskin GLAHoleStingerSite GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBStingerS_R
End
ConditionState = DAMAGED REALLYDAMAGED
Model = UBStingerS_R
End
End
End
;------------------------------------------------------------------------------
ObjectReskin GLAHolePalace GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBPalace_R
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 FireBurningBarricade01
End
ConditionState = DAMAGED REALLYDAMAGED
Model = UBPalace_R
ParticleSysBone = Smoke01 SmolderingSmoke
End
End
End
;------------------------------------------------------------------------------
;China Nuclear Reactor
Object ChinaPowerPlant
; *** ART Parameters ***
SelectPortrait = SNReactor_L
ButtonImage = SNReactor
;day
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBPwrPlant
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = DAMAGED
Model = NBPwrPlant_D
ParticleSysBone = Smoke01 SteamLarge
ParticleSysBone = Smoke02 SteamMedium
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 FireFactionLarge
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBPwrPlant_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksMedium
ParticleSysBone = Spark03 SparksSmall
ParticleSysBone = Spark04 LiveWireSparks
End
; day overcharge
ConditionState = POWER_PLANT_UPGRADED
Model = NBPwrPlant
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksMedium
ParticleSysBone = Spark04 SparksMedium
ParticleSysBone = Spark05 SparksSmall
ParticleSysBone = Spark06 SparksSmall
ParticleSysBone = Spark07 SparksSmall
End
ConditionState = DAMAGED POWER_PLANT_UPGRADED
Model = NBPwrPlant_D
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksMedium
ParticleSysBone = Spark04 SparksMedium
ParticleSysBone = Spark05 SparksMedium
ParticleSysBone = Spark06 SparksSmall
ParticleSysBone = Spark07 SparksSmall
End
ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
Model = NBPwrPlant_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksLarge
ParticleSysBone = Spark04 SparksLarge
ParticleSysBone = Spark05 SparksMedium
ParticleSysBone = Spark06 SparksMedium
ParticleSysBone = Spark07 SparksSmall
End
; Snow-Day
ConditionState = SNOW
Model = NBPwrPlant_S
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = DAMAGED SNOW
Model = NBPwrPlant_DS
ParticleSysBone = Smoke01 SteamLarge
ParticleSysBone = Smoke02 SteamMedium
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 FireFactionLarge
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBPwrPlant_ES
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksMedium
ParticleSysBone = Spark03 SparksSmall
ParticleSysBone = Spark04 LiveWireSparks
End
; day overcharge
ConditionState = POWER_PLANT_UPGRADED SNOW
Model = NBPwrPlant_S
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksMedium
ParticleSysBone = Spark04 SparksMedium
ParticleSysBone = Spark05 SparksSmall
ParticleSysBone = Spark06 SparksSmall
ParticleSysBone = Spark07 SparksSmall
End
ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW
Model = NBPwrPlant_DS
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksMedium
ParticleSysBone = Spark04 SparksMedium
ParticleSysBone = Spark05 SparksMedium
ParticleSysBone = Spark06 SparksSmall
ParticleSysBone = Spark07 SparksSmall
End
ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
Model = NBPwrPlant_ES
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksLarge
ParticleSysBone = Spark04 SparksLarge
ParticleSysBone = Spark05 SparksMedium
ParticleSysBone = Spark06 SparksMedium
ParticleSysBone = Spark07 SparksSmall
End
;night snow
ConditionState = NIGHT SNOW
Model = NBPwrPlant_NS
Animation = NBPwrPlant_NS.NBPwrPlant_NS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = NIGHT DAMAGED SNOW
Model = NBPwrPlant_DNS
Animation = NBPwrPlant_DNS.NBPwrPlant_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBPwrPlant_ENS
Animation = NBPwrPlant_ENS.NBPwrPlant_ENS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 LiveWireSparks
ParticleSysBone = Spark02 LiveWireSparks
ParticleSysBone = Spark03 LiveWireSparks
ParticleSysBone = Spark04 LiveWireSparks
End
; night overcharge
ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW
Model = NBPwrPlant_NS
Animation = NBPwrPlant_NS.NBPwrPlant_NS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksMedium
ParticleSysBone = Spark04 SparksMedium
ParticleSysBone = Spark05 SparksSmall
ParticleSysBone = Spark06 SparksSmall
ParticleSysBone = Spark07 SparksSmall
End
ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED SNOW
Model = NBPwrPlant_DNS
Animation = NBPwrPlant_DNS.NBPwrPlant_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksMedium
ParticleSysBone = Spark04 SparksMedium
ParticleSysBone = Spark05 SparksMedium
ParticleSysBone = Spark06 SparksSmall
ParticleSysBone = Spark07 SparksSmall
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW
Model = NBPwrPlant_ENS
Animation = NBPwrPlant_ENS.NBPwrPlant_ENS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksLarge
ParticleSysBone = Spark04 SparksLarge
ParticleSysBone = Spark05 SparksMedium
ParticleSysBone = Spark06 SparksMedium
ParticleSysBone = Spark07 SparksSmall
End
;night
ConditionState = NIGHT
Model = NBPwrPlant_N
Animation = NBPwrPlant_N.NBPwrPlant_N
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = NIGHT DAMAGED
Model = NBPwrPlant_DN
Animation = NBPwrPlant_DN.NBPwrPlant_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBPwrPlant_EN
Animation = NBPwrPlant_EN.NBPwrPlant_EN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 LiveWireSparks
ParticleSysBone = Spark02 LiveWireSparks
ParticleSysBone = Spark03 LiveWireSparks
ParticleSysBone = Spark04 LiveWireSparks
End
; night overcharge
ConditionState = NIGHT POWER_PLANT_UPGRADED
Model = NBPwrPlant_N
Animation = NBPwrPlant_N.NBPwrPlant_N
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksMedium
ParticleSysBone = Spark04 SparksMedium
ParticleSysBone = Spark05 SparksSmall
ParticleSysBone = Spark06 SparksSmall
ParticleSysBone = Spark07 SparksSmall
End
ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED
Model = NBPwrPlant_DN
Animation = NBPwrPlant_DN.NBPwrPlant_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksMedium
ParticleSysBone = Spark04 SparksMedium
ParticleSysBone = Spark05 SparksMedium
ParticleSysBone = Spark06 SparksSmall
ParticleSysBone = Spark07 SparksSmall
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED
Model = NBPwrPlant_EN
Animation = NBPwrPlant_EN.NBPwrPlant_EN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksLarge
ParticleSysBone = Spark03 SparksLarge
ParticleSysBone = Spark04 SparksLarge
ParticleSysBone = Spark05 SparksMedium
ParticleSysBone = Spark06 SparksMedium
ParticleSysBone = Spark07 SparksSmall
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPwrPlant
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBPwrPlant_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBPwrPlant_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBPwrPlant_N
Animation = NBPwrPlant_N.NBPwrPlant_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBPwrPlant_DN
Animation = NBPwrPlant_DN.NBPwrPlant_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBPwrPlant_EN
Animation = NBPwrPlant_EN.NBPwrPlant_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBPwrPlant_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBPwrPlant_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBPwrPlant_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBPwrPlant_NS
Animation = NBPwrPlant_NS.NBPwrPlant_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBPwrPlant_DNS
Animation = NBPwrPlant_DNS.NBPwrPlant_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBPwrPlant_ENS
Animation = NBPwrPlant_ENS.NBPwrPlant_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD POWER_PLANT_UPGRADED
AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED
AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPwrPlant_A4
Animation = NBPwrPlant_A4.NBPwrPlant_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPwrPlant_A4N
Animation = NBPwrPlant_A4N.NBPwrPlant_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPwrPlant_A4S
Animation = NBPwrPlant_A4S.NBPwrPlant_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPwrPlant_A4SN
Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPwrPlant_A4
Animation = NBPwrPlant_A4.NBPwrPlant_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPwrPlant_A4N
Animation = NBPwrPlant_A4N.NBPwrPlant_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPwrPlant_A4S
Animation = NBPwrPlant_A4S.NBPwrPlant_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPwrPlant_A4SN
Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPwrPlant_A4
Animation = NBPwrPlant_A4.NBPwrPlant_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPwrPlant_A4N
Animation = NBPwrPlant_A4N.NBPwrPlant_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPwrPlant_A4S
Animation = NBPwrPlant_A4S.NBPwrPlant_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPwrPlant_A4SN
Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBPwrPlant_A6
Animation = NBPwrPlant_A6.NBPwrPlant_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBPwrPlant_A6N
Animation = NBPwrPlant_A6N.NBPwrPlant_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBPwrPlant_A6S
Animation = NBPwrPlant_A6S.NBPwrPlant_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBPwrPlant_A6SN
Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPwrPlant_A6
Animation = NBPwrPlant_A6.NBPwrPlant_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPwrPlant_A6N
Animation = NBPwrPlant_A6N.NBPwrPlant_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPwrPlant_A6S
Animation = NBPwrPlant_A6S.NBPwrPlant_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPwrPlant_A6SN
Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPwrPlant_A6
Animation = NBPwrPlant_A6.NBPwrPlant_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPwrPlant_A6N
Animation = NBPwrPlant_A6N.NBPwrPlant_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPwrPlant_A6S
Animation = NBPwrPlant_A6S.NBPwrPlant_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPwrPlant_A6SN
Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBPwrPlant_A5
Animation = NBPwrPlant_A5.NBPwrPlant_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBPwrPlant_A5N
Animation = NBPwrPlant_A5N.NBPwrPlant_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBPwrPlant_A5S
Animation = NBPwrPlant_A5S.NBPwrPlant_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBPwrPlant_A5SN
Animation = NBPwrPlant_A5SN.NBPwrPlant_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPwrPlant_AB
Animation = NBPwrPlant_AB.NBPwrPlant_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPwrPlant_ABN
Animation = NBPwrPlant_ABN.NBPwrPlant_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPwrPlant_ABS
Animation = NBPwrPlant_ABS.NBPwrPlant_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPwrPlant_ABSN
Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPwrPlant_AB
Animation = NBPwrPlant_AB.NBPwrPlant_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPwrPlant_ABN
Animation = NBPwrPlant_ABN.NBPwrPlant_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPwrPlant_ABS
Animation = NBPwrPlant_ABS.NBPwrPlant_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPwrPlant_ABSN
Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:NuclearReactor
Side = China
EditorSorting = STRUCTURE
BuildCost = 1000
BuildTime = 10.0 ; in seconds
EnergyProduction = 10
EnergyBonus = 5 ; for the overcharge bonus
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = ChinaPowerPlantCommandSet
ExperienceValue = 100 100 100 100 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = NuclearReactorSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 1500.0
InitialHealth = 1500.0
End
Behavior = OverchargeBehavior ModuleTag_06
HealthPercentToDrainPerSecond = 3% ;% of max health to drain per second
NotAllowedWhenHealthBelowPercent = 0% ;When currHealth below this, it turns off automatically
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_SmallStructureDebris
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
DeathWeapon = ChinaPowerPlantDeathWeapon
StartsActive = Yes
End
Behavior = ProductionUpdate ModuleTag_10
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = PowerPlantUpdate ModuleTag_11
RodsExtendTime = 1
End
Behavior = GenerateMinefieldBehavior ModuleTag_12
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = FlammableUpdate ModuleTag_14
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_15
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 27.0
GeometryMinorRadius = 34.0
GeometryHeight = 40.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object AmericaSupplyCenter
; *** ART Parameters ***
SelectPortrait = SASupplyCntr_L
ButtonImage = SASupplyCntr
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day **************************************
ConditionState = NONE
Model = ABSupplyCT
Animation = ABSupplyCT.ABSupplyCT
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED
Model = ABSupplyCT_D
Animation = ABSupplyCT_D.ABSupplyCT_D
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABSupplyCT_E
Animation = ABSupplyCT_E.ABSupplyCT_E
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
; day Snow **************************************
ConditionState = SNOW
Model = ABSupplyCT_S
Animation = ABSupplyCT_S.ABSupplyCT_S
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED SNOW
Model = ABSupplyCT_DS
Animation = ABSupplyCT_DS.ABSupplyCT_DS
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABSupplyCT_ES
Animation = ABSupplyCT_ES.ABSupplyCT_ES
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
; Night *************************************
ConditionState = NIGHT
Model = ABSupplyCT_N
Animation = ABSupplyCT_N.ABSupplyCT_N
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED NIGHT
Model = ABSupplyCT_DN
Animation = ABSupplyCT_DN.ABSupplyCT_DN
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABSupplyCT_EN
Animation = ABSupplyCT_EN.ABSupplyCT_EN
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
; Night Snow*************************************
ConditionState = NIGHT SNOW
Model = ABSupplyCT_NS
Animation = ABSupplyCT_NS.ABSupplyCT_NS
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED NIGHT SNOW
Model = ABSupplyCT_DNS
Animation = ABSupplyCT_DNS.ABSupplyCT_DNS
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABSupplyCT_ENS
Animation = ABSupplyCT_ENS.ABSupplyCT_ENS
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT
Animation = ABSupplyCT.ABSupplyCT
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABSupplyCT_D
Animation = ABSupplyCT_D.ABSupplyCT_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABSupplyCT_E
Animation = ABSupplyCT_E.ABSupplyCT_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABSupplyCT_N
Animation = ABSupplyCT_N.ABSupplyCT_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABSupplyCT_DN
Animation = ABSupplyCT_DN.ABSupplyCT_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABSupplyCT_EN
Animation = ABSupplyCT_EN.ABSupplyCT_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABSupplyCT_S
Animation = ABSupplyCT_S.ABSupplyCT_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABSupplyCT_DS
Animation = ABSupplyCT_DS.ABSupplyCT_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABSupplyCT_ES
Animation = ABSupplyCT_ES.ABSupplyCT_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABSupplyCT_NS
Animation = ABSupplyCT_NS.ABSupplyCT_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABSupplyCT_DNS
Animation = ABSupplyCT_DNS.ABSupplyCT_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABSupplyCT_ENS
Animation = ABSupplyCT_ENS.ABSupplyCT_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A4
Animation = ABSupplyCT_A4.ABSupplyCT_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A4N
Animation = ABSupplyCT_A4N.ABSupplyCT_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A4S
Animation = ABSupplyCT_A4S.ABSupplyCT_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A4SN
Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupplyCT_A4
Animation = ABSupplyCT_A4.ABSupplyCT_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupplyCT_A4N
Animation = ABSupplyCT_A4N.ABSupplyCT_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupplyCT_A4S
Animation = ABSupplyCT_A4S.ABSupplyCT_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupplyCT_A4SN
Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupplyCT_A4
Animation = ABSupplyCT_A4.ABSupplyCT_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupplyCT_A4N
Animation = ABSupplyCT_A4N.ABSupplyCT_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupplyCT_A4S
Animation = ABSupplyCT_A4S.ABSupplyCT_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupplyCT_A4SN
Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6
Animation = ABSupplyCT_A6.ABSupplyCT_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6N
Animation = ABSupplyCT_A6N.ABSupplyCT_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6S
Animation = ABSupplyCT_A6S.ABSupplyCT_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6SN
Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupplyCT_A6
Animation = ABSupplyCT_A6.ABSupplyCT_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupplyCT_A6N
Animation = ABSupplyCT_A6N.ABSupplyCT_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupplyCT_A6S
Animation = ABSupplyCT_A6S.ABSupplyCT_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupplyCT_A6SN
Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupplyCT_A6
Animation = ABSupplyCT_A6.ABSupplyCT_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupplyCT_A6N
Animation = ABSupplyCT_A6N.ABSupplyCT_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupplyCT_A6S
Animation = ABSupplyCT_A6S.ABSupplyCT_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupplyCT_A6SN
Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5
Animation = ABSupplyCT_A5.ABSupplyCT_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5N
Animation = ABSupplyCT_A5N.ABSupplyCT_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5S
Animation = ABSupplyCT_A5S.ABSupplyCT_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5SN
Animation = ABSupplyCT_A5SN.ABSupplyCT_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupplyCT_AB
Animation = ABSupplyCT_AB.ABSupplyCT_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupplyCT_ABN
Animation = ABSupplyCT_ABN.ABSupplyCT_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupplyCT_ABS
Animation = ABSupplyCT_ABS.ABSupplyCT_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupplyCT_ABSN
Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupplyCT_AB
Animation = ABSupplyCT_AB.ABSupplyCT_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupplyCT_ABN
Animation = ABSupplyCT_ABN.ABSupplyCT_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupplyCT_ABS
Animation = ABSupplyCT_ABS.ABSupplyCT_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupplyCT_ABSN
Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ Grabbing box crane arm -----------------
Draw = W3DModelDraw ModuleTag_19
OkToChangeModelColor = Yes
ConditionState = NONE ; sit there
Model = ABSupplyCT_A8
Animation = ABSupplyCT_A8.ABSupplyCT_A8
AnimationMode = LOOP
Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
WaitForStateToFinishIfPossible = TRANS_Playing
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = DAMAGED
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOCKING_ACTIVE ; play arm box anim once
Model = ABSupplyCT_A7
Animation = ABSupplyCT_A7.ABSupplyCT_A7
AnimationMode = ONCE
Flags = START_FRAME_FIRST
TransitionKey = TRANS_Playing
End
AliasConditionState = NIGHT DOCKING_ACTIVE
AliasConditionState = SNOW DOCKING_ACTIVE
AliasConditionState = NIGHT SNOW DOCKING_ACTIVE
AliasConditionState = DAMAGED DOCKING_ACTIVE
AliasConditionState = NIGHT DAMAGED DOCKING_ACTIVE
AliasConditionState = SNOW DAMAGED DOCKING_ACTIVE
AliasConditionState = NIGHT SNOW DAMAGED DOCKING_ACTIVE
AliasConditionState = REALLYDAMAGED RUBBLE DOCKING_ACTIVE
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOCKING_ACTIVE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE
End
; ------------ Spinny Belt -----------------
Draw = W3DModelDraw ModuleTag_SpinnyBelt
OkToChangeModelColor = Yes
ConditionState = NONE ; sit there
Model = ABSupplyCT_A9
Animation = ABSupplyCT_A9.ABSupplyCT_A9
AnimationMode = LOOP
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = DAMAGED
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A9
Animation = ABSupplyCT_A9.ABSupplyCT_A9
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:SupplyCenter
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaPowerPlant
End
BuildCost = 2000
RefundValue = 400 ; With nothing (or zero) listed, we sell for half price.
BuildTime = 10.0 ; in seconds
EnergyProduction = -1
CommandSet = AmericaSupplyCenterCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = SupplyCenterUSASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES
Body = StructureBody ModuleTag_05
MaxHealth = 2000.0
InitialHealth = 2000.0
End
Behavior = SupplyCenterCreate ModuleTag_06
;nothing
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_AmericanRangerDebris03
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = ProductionUpdate ModuleTag_09
; nothing
End
Behavior = SupplyCenterProductionExitUpdate ModuleTag_10
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 44.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = BaseRegenerateUpdate ModuleTag_11
;No data
End
Behavior = SpawnBehavior ModuleTag_12
SpawnNumber = 1
SpawnReplaceDelay = 9999
SpawnTemplateName = AmericaVehicleChinook
OneShot = Yes
CanReclaimOrphans = No
End
Behavior = SupplyCenterDockUpdate ModuleTag_13
NumberApproachPositions = 9 ; There are 9 approach bones in the art
End
Behavior = FlammableUpdate ModuleTag_15
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = CreateObjectDie ModuleTag_16
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_17
DeathFX = FX_StructureSmallDeath
End
Behavior = TransitionDamageFX ModuleTag_18
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 44.0
GeometryMinorRadius = 45.0
GeometryHeight = 24.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object AmericaSupplyDropZone
; *** ART Parameters ***
SelectPortrait = SADropZone_L
ButtonImage = SADropZone
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ABSupDrop
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop.ABSupDrop
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ABSupDrop_D
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_D.ABSupDrop_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABSupDrop_E
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_E.ABSupDrop_E
AnimationMode = LOOP
End
ConditionState = NIGHT
Model = ABSupDrop_N
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_N.ABSupDrop_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ABSupDrop_DN
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_DN.ABSupDrop_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABSupDrop_EN
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_EN.ABSupDrop_EN
AnimationMode = LOOP
End
;----------- SNOW
ConditionState = SNOW
Model = ABSupDrop_S
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_S.ABSupDrop_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ABSupDrop_DS
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_DS.ABSupDrop_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABSupDrop_ES
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_ES.ABSupDrop_ES
AnimationMode = LOOP
End
;---------- SNOW NIGHT
ConditionState = NIGHT SNOW
Model = ABSupDrop_NS
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_NS.ABSupDrop_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = ABSupDrop_DNS
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_DNS.ABSupDrop_DNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABSupDrop_ENS
ParticleSysBone = Flare01 LandingZoneSmoke
Animation = ABSupDrop_ENS.ABSupDrop_ENS
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop
Animation = ABSupDrop.ABSupDrop
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABSupDrop_D
Animation = ABSupDrop_D.ABSupDrop_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABSupDrop_E
Animation = ABSupDrop_E.ABSupDrop_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABSupDrop_N
Animation = ABSupDrop_N.ABSupDrop_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABSupDrop_DN
Animation = ABSupDrop_DN.ABSupDrop_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABSupDrop_EN
Animation = ABSupDrop_EN.ABSupDrop_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABSupDrop_S
Animation = ABSupDrop_S.ABSupDrop_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABSupDrop_DS
Animation = ABSupDrop_DS.ABSupDrop_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABSupDrop_ES
Animation = ABSupDrop_ES.ABSupDrop_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABSupDrop_NS
Animation = ABSupDrop_NS.ABSupDrop_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABSupDrop_DNS
Animation = ABSupDrop_DNS.ABSupDrop_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABSupDrop_ENS
Animation = ABSupDrop_ENS.ABSupDrop_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:AmericaSupplyDropZone
Side = America
EditorSorting = STRUCTURE
BuildCost = 2500
BuildTime = 45.0 ; in seconds
Prerequisites
Object = AmericaStrategyCenter
End
EnergyProduction = -4
ShroudClearingRange = 100
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = SupplyDropZoneSelect
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
; Please note that this structure is not a kindof IMMUNE_TO_CAPTURE, ther is code that allows
; CAPTURABLE+STRUCTUES, and FS_TECHNOLOGY kindofs to be disabled, unless explicitly IMMUNE_TO_CAPTURE...
; If this boggles too much, then it is time for a KINDOF_DISABLEABLE!--ML
KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_04
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet
OCL = OCL_AmericaSupplyDropZoneCrateDrop
MinDelay = 120000
MaxDelay = 120000
CreateAtEdge = Yes ; as opposed to just creating on self
End
Behavior = DestroyDie ModuleTag_06
End
Behavior = CreateObjectDie ModuleTag_07
CreationList = OCL_AmericanRangerDebris03
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_LargeStructureDebris
End
Behavior = FlammableUpdate ModuleTag_09
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureMediumDeath
End
Behavior = BaseRegenerateUpdate ModuleTag_11
;No data
End
Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 27.0
GeometryMinorRadius = 27.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object GLASupplyStash
; *** ART Parameters ***
SelectPortrait = SUSupplyCenter_L
ButtonImage = SUSupplyCenter
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = UBSupply
ParticleSysBone = Smoke01 SteamVent
Animation = UBSupply.UBSupply
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = UBSupply_D
ParticleSysBone = Smoke01 SteamVent
Animation = UBSupply_D.UBSupply_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBSupply_E
ParticleSysBone = Smoke01 SteamVent
End
; SNOW
ConditionState = SNOW
Model = UBSupply_S
ParticleSysBone = Smoke01 SteamVent
Animation = UBSupply_S.UBSupply_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = UBSupply_DS
ParticleSysBone = Smoke01 SteamVent
Animation = UBSupply_DS.UBSupply_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBSupply_ES
ParticleSysBone = Smoke01 SteamVent
End
; night
ConditionState = NIGHT
Model = UBSupply_N
Animation = UBSupply_N.UBSupply_N
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = DAMAGED NIGHT
Model = UBSupply_DN
Animation = UBSupply_DN.UBSupply_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBSupply_EN
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
End
; night snow
ConditionState = NIGHT SNOW
Model = UBSupply_NS
Animation = UBSupply_NS.UBSupply_NS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBSupply_DNS
Animation = UBSupply_DNS.UBSupply_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UBSupply_ENS
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBSupply
Animation = UBSupply.UBSupply
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBSupply_D
Animation = UBSupply_D.UBSupply_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBSupply_E
;Animation = UBSupply_E.UBSupply_E
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBSupply_N
Animation = UBSupply_N.UBSupply_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBSupply_DN
Animation = UBSupply_DN.UBSupply_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBSupply_EN
;Animation = UBSupply_EN.UBSupply_EN
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBSupply_S
Animation = UBSupply_S.UBSupply_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBSupply_DS
Animation = UBSupply_DS.UBSupply_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBSupply_ES
;Animation = UBSupply_ES.UBSupply_ES
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBSupply_NS
Animation = UBSupply_NS.UBSupply_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBSupply_DNS
Animation = UBSupply_DNS.UBSupply_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBSupply_ENS
;Animation = UBSupply_ENS.UBSupply_ENS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBSupply_A4
Animation = UBSupply_A4.UBSupply_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBSupply_A4N
Animation = UBSupply_A4N.UBSupply_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBSupply_A4S
Animation = UBSupply_A4S.UBSupply_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBSupply_A4SN
Animation = UBSupply_A4SN.UBSupply_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBSupply_A4
Animation = UBSupply_A4.UBSupply_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBSupply_A4N
Animation = UBSupply_A4N.UBSupply_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBSupply_A4S
Animation = UBSupply_A4S.UBSupply_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBSupply_A4SN
Animation = UBSupply_A4SN.UBSupply_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBSupply_A4
Animation = UBSupply_A4.UBSupply_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBSupply_A4N
Animation = UBSupply_A4N.UBSupply_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBSupply_A4S
Animation = UBSupply_A4S.UBSupply_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBSupply_A4SN
Animation = UBSupply_A4SN.UBSupply_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBSupply_A6
Animation = UBSupply_A6.UBSupply_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBSupply_A6N
Animation = UBSupply_A6N.UBSupply_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBSupply_A6S
Animation = UBSupply_A6S.UBSupply_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBSupply_A6SN
Animation = UBSupply_A6SN.UBSupply_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBSupply_A6
Animation = UBSupply_A6.UBSupply_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBSupply_A6N
Animation = UBSupply_A6N.UBSupply_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBSupply_A6S
Animation = UBSupply_A6S.UBSupply_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBSupply_A6SN
Animation = UBSupply_A6SN.UBSupply_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBSupply_A6
Animation = UBSupply_A6.UBSupply_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBSupply_A6N
Animation = UBSupply_A6N.UBSupply_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBSupply_A6S
Animation = UBSupply_A6S.UBSupply_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBSupply_A6SN
Animation = UBSupply_A6SN.UBSupply_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:SupplyStash
Side = GLA
EditorSorting = STRUCTURE
BuildCost = 1500
RefundValue = 650 ; With nothing (or zero) listed, we sell for half price.
BuildTime = 15.0 ; in seconds
EnergyProduction = 0
CommandSet = GLASupplyStashCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = SupplyCenterGLASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE CANNOT_BUILD_NEAR_SUPPLIES
Body = StructureBody ModuleTag_04
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = SupplyCenterCreate ModuleTag_05
;nothing
End
Behavior = RebuildHoleExposeDie ModuleTag_06
HoleName = GLAHoleSupplyStash
HoleMaxHealth = 500.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_SmallStructureDebris
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureSmallDeath
End
Behavior = ProductionUpdate ModuleTag_10
; nothing
End
Behavior = SupplyCenterProductionExitUpdate ModuleTag_11
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 36.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = SpawnBehavior ModuleTag_12
SpawnNumber = 1
SpawnReplaceDelay = 9999
SpawnTemplateName = GLAInfantryWorker
OneShot = Yes
CanReclaimOrphans = No
End
Behavior = SupplyCenterDockUpdate ModuleTag_13
AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside
NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
End
Behavior = FlammableUpdate ModuleTag_15
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_16
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
;Dont forget to edit the GLA Hole geometry for this object too
Geometry = BOX
GeometryMajorRadius = 36.0
GeometryMinorRadius = 35.0
GeometryHeight = 30.0
GeometryIsSmall = No
;FactoryExtraBibWidth= 1.0 ; extra placement border.
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
ObjectReskin GLAHoleSupplyStash GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBSupply_R
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = UBSupply_R
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
End
End
End
;------------------------------------------------------------------------------
Object ChinaSupplyCenter
; *** ART Parameters ***
SelectPortrait = SNSupplyCenter_L
ButtonImage = SNSupplyCenter
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;day
ConditionState = NONE
Model = NBSupCent
;Animation = NBSupCent.NBSupCent
;AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = NBSupCent_D
;Animation = NBSupCent_D.NBSupCent_D
;AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBSupCent_E
;Animation = NBSupCent_E.NBSupCent_E
;AnimationMode = LOOP
End
ConditionState = SNOW
Model = NBSupCent_S
;Animation = NBSupCent.NBSupCent
;AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = NBSupCent_DS
;Animation = NBSupCent_D.NBSupCent_D
;AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBSupCent_ES
;Animation = NBSupCent_E.NBSupCent_E
;AnimationMode = LOOP
End
ConditionState = SNOW NIGHT
Model = NBSupCent_NS
;Animation = NBSupCent.NBSupCent
;AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW NIGHT
Model = NBSupCent_DNS
;Animation = NBSupCent_D.NBSupCent_D
;AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
Model = NBSupCent_ENS
;Animation = NBSupCent_E.NBSupCent_E
;AnimationMode = LOOP
End
ConditionState = NIGHT
Model = NBSupCent_N
;Animation = NBSupCent_N.NBSupCent_N
;AnimationMode = LOOP
End
ConditionState = NIGHT DAMAGED
Model = NBSupCent_DN
;Animation = NBSupCent_N.NBSupCent_N
;AnimationMode = LOOP
End
ConditionState = NIGHT REALLYDAMAGED RUBBLE
Model = NBSupCent_EN
;Animation = NBSupCent_N.NBSupCent_N
;AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBSupCent
;Animation = NBSupCent.NBSupCent
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBSupCent_D
;Animation = NBSupCent_D.NBSupCent_D
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBSupCent_E
;Animation = NBSupCent_E.NBSupCent_E
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBSupCent_N
;Animation = NBSupCent_N.NBSupCent_N
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBSupCent_DN
;Animation = NBSupCent_DN.NBSupCent_DN
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBSupCent_EN
;Animation = NBSupCent_EN.NBSupCent_EN
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBSupCent_S
;Animation = NBSupCent_S.NBSupCent_S
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBSupCent_DS
;Animation = NBSupCent_DS.NBSupCent_DS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBSupCent_ES
;Animation = NBSupCent_ES.NBSupCent_ES
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBSupCent_NS
;Animation = NBSupCent_NS.NBSupCent_NS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBSupCent_DNS
;Animation = NBSupCent_DNS.NBSupCent_DNS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBSupCent_ENS
;Animation = NBSupCent_ENS.NBSupCent_ENS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBSupCent_A4
Animation = NBSupCent_A4.NBSupCent_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBSupCent_A4N
Animation = NBSupCent_A4N.NBSupCent_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBSupCent_A4S
Animation = NBSupCent_A4S.NBSupCent_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBSupCent_A4SN
Animation = NBSupCent_A4SN.NBSupCent_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBSupCent_A4
Animation = NBSupCent_A4.NBSupCent_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBSupCent_A4N
Animation = NBSupCent_A4N.NBSupCent_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBSupCent_A4S
Animation = NBSupCent_A4S.NBSupCent_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBSupCent_A4SN
Animation = NBSupCent_A4SN.NBSupCent_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBSupCent_A4
Animation = NBSupCent_A4.NBSupCent_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBSupCent_A4N
Animation = NBSupCent_A4N.NBSupCent_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBSupCent_A4S
Animation = NBSupCent_A4S.NBSupCent_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBSupCent_A4SN
Animation = NBSupCent_A4SN.NBSupCent_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBSupCent_A6
Animation = NBSupCent_A6.NBSupCent_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBSupCent_A6N
Animation = NBSupCent_A6N.NBSupCent_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBSupCent_A6S
Animation = NBSupCent_A6S.NBSupCent_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBSupCent_A6SN
Animation = NBSupCent_A6SN.NBSupCent_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBSupCent_A6
Animation = NBSupCent_A6.NBSupCent_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBSupCent_A6N
Animation = NBSupCent_A6N.NBSupCent_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBSupCent_A6S
Animation = NBSupCent_A6S.NBSupCent_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBSupCent_A6SN
Animation = NBSupCent_A6SN.NBSupCent_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBSupCent_A6
Animation = NBSupCent_A6.NBSupCent_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBSupCent_A6N
Animation = NBSupCent_A6N.NBSupCent_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBSupCent_A6S
Animation = NBSupCent_A6S.NBSupCent_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBSupCent_A6SN
Animation = NBSupCent_A6SN.NBSupCent_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBSupCent_A5
Animation = NBSupCent_A5.NBSupCent_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBSupCent_A5N
Animation = NBSupCent_A5N.NBSupCent_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBSupCent_A5S
Animation = NBSupCent_A5S.NBSupCent_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBSupCent_A5SN
Animation = NBSupCent_A5SN.NBSupCent_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBSupCent_AB
Animation = NBSupCent_AB.NBSupCent_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBSupCent_ABN
Animation = NBSupCent_ABN.NBSupCent_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBSupCent_ABS
Animation = NBSupCent_ABS.NBSupCent_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBSupCent_ABSN
Animation = NBSupCent_ABSN.NBSupCent_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBSupCent_AB
Animation = NBSupCent_AB.NBSupCent_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBSupCent_ABN
Animation = NBSupCent_ABN.NBSupCent_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBSupCent_ABS
Animation = NBSupCent_ABS.NBSupCent_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBSupCent_ABSN
Animation = NBSupCent_ABSN.NBSupCent_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:SupplyCenter
Side = China
EditorSorting = STRUCTURE
Prerequisites
Object = ChinaPowerPlant
End
BuildCost = 1500
RefundValue = 450 ; With nothing (or zero) listed, we sell for half price.
BuildTime = 10.0 ; in seconds
EnergyProduction = -1
CommandSet = ChinaSupplyCenterCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = SupplyCenterChinaSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES
Body = StructureBody ModuleTag_05
MaxHealth = 2000.0
InitialHealth = 2000.0
End
Behavior = SupplyCenterCreate ModuleTag_06
;nothing
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_SmallStructureDebris
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureSmallDeath
End
Behavior = ProductionUpdate ModuleTag_10
; nothing
End
Behavior = SupplyCenterProductionExitUpdate ModuleTag_11
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 52.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = SpawnBehavior ModuleTag_12
SpawnNumber = 1
SpawnReplaceDelay = 9999
SpawnTemplateName = ChinaVehicleSupplyTruck
OneShot = Yes
CanReclaimOrphans = No
End
Behavior = SupplyCenterDockUpdate ModuleTag_13
AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside
NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
End
Behavior = GenerateMinefieldBehavior ModuleTag_14
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_17
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 52.0
GeometryMinorRadius = 47.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object AmericaBarracks
; *** ART Parameters ***
SelectPortrait = SABarracks_L
ButtonImage = SABarracks
PlacementViewAngle = -45
;Main barracks model
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;DAY *******************************
ConditionState = NONE
Model = ABBARRACKS
Animation = ABBarracks.ABBarracks
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ABBarracks_D
Animation = ABBarracks_D.ABBarracks_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABBarracks_E
Animation = ABBarracks_E.ABBarracks_E
AnimationMode = LOOP
End
;NIGHT *****************************
ConditionState = NIGHT
Model = ABBARRACKS_N
Animation = ABBarracks_N.ABBarracks_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ABBarracks_DN
Animation = ABBarracks_DN.ABBarracks_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABBarracks_EN
Animation = ABBarracks_EN.ABBarracks_EN
AnimationMode = LOOP
End
;SNOW ******************************
ConditionState = SNOW
Model = ABBARRACKS_S
Animation = ABBarracks_S.ABBarracks_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ABBarracks_DS
Animation = ABBarracks_DS.ABBarracks_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABBarracks_ES
Animation = ABBarracks_ES.ABBarracks_ES
AnimationMode = LOOP
End
;SNOW AND NIGHT ********************
ConditionState = SNOW NIGHT
Model = ABBARRACKS_NS
Animation = ABBarracks_NS.ABBarracks_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW NIGHT
Model = ABBarracks_DNS
Animation = ABBarracks_DNS.ABBarracks_DNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
Model = ABBarracks_ENS
Animation = ABBarracks_ENS.ABBarracks_ENS
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks
Animation = ABBarracks.ABBarracks
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABBarracks_D
Animation = ABBarracks_D.ABBarracks_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABBarracks_E
Animation = ABBarracks_E.ABBarracks_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABBarracks_N
Animation = ABBarracks_N.ABBarracks_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABBarracks_DN
Animation = ABBarracks_DN.ABBarracks_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABBarracks_EN
Animation = ABBarracks_EN.ABBarracks_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABBarracks_S
Animation = ABBarracks_S.ABBarracks_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABBarracks_DS
Animation = ABBarracks_DS.ABBarracks_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABBarracks_ES
Animation = ABBarracks_ES.ABBarracks_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABBarracks_NS
Animation = ABBarracks_NS.ABBarracks_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABBarracks_DNS
Animation = ABBarracks_DNS.ABBarracks_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABBarracks_ENS
Animation = ABBarracks_ENS.ABBarracks_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; Draw = W3DModelDraw ModuleTag_TestFlag
; DefaultConditionState
; Model = ABBarracks_FA
; Animation = ABBarracks_FA.ABBarracks_FA
; AnimationMode = LOOP
; End
; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
; Model = None
; End
; End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A4
Animation = ABBarracks_A4.ABBarracks_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A4N
Animation = ABBarracks_A4N.ABBarracks_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A4S
Animation = ABBarracks_A4S.ABBarracks_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A4SN
Animation = ABBarracks_A4SN.ABBarracks_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABBarracks_A4
Animation = ABBarracks_A4.ABBarracks_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABBarracks_A4N
Animation = ABBarracks_A4N.ABBarracks_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABBarracks_A4S
Animation = ABBarracks_A4S.ABBarracks_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABBarracks_A4SN
Animation = ABBarracks_A4SN.ABBarracks_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABBarracks_A4
Animation = ABBarracks_A4.ABBarracks_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABBarracks_A4N
Animation = ABBarracks_A4N.ABBarracks_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABBarracks_A4S
Animation = ABBarracks_A4S.ABBarracks_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABBarracks_A4SN
Animation = ABBarracks_A4SN.ABBarracks_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABBarracks_A6
Animation = ABBarracks_A6.ABBarracks_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABBarracks_A6N
Animation = ABBarracks_A6N.ABBarracks_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABBarracks_A6S
Animation = ABBarracks_A6S.ABBarracks_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABBarracks_A6SN
Animation = ABBarracks_A6SN.ABBarracks_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABBarracks_A6
Animation = ABBarracks_A6.ABBarracks_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABBarracks_A6N
Animation = ABBarracks_A6N.ABBarracks_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABBarracks_A6S
Animation = ABBarracks_A6S.ABBarracks_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABBarracks_A6SN
Animation = ABBarracks_A6SN.ABBarracks_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABBarracks_A6
Animation = ABBarracks_A6.ABBarracks_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABBarracks_A6N
Animation = ABBarracks_A6N.ABBarracks_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABBarracks_A6S
Animation = ABBarracks_A6S.ABBarracks_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABBarracks_A6SN
Animation = ABBarracks_A6SN.ABBarracks_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A5
Animation = ABBarracks_A5.ABBarracks_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A5N
Animation = ABBarracks_A5N.ABBarracks_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A5S
Animation = ABBarracks_A5S.ABBarracks_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A5SN
Animation = ABBarracks_A5SN.ABBarracks_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABBarracks_AB
Animation = ABBarracks_AB.ABBarracks_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABBarracks_ABN
Animation = ABBarracks_ABN.ABBarracks_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABBarracks_ABS
Animation = ABBarracks_ABS.ABBarracks_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABBarracks_ABSN
Animation = ABBarracks_ABSN.ABBarracks_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABBarracks_AB
Animation = ABBarracks_AB.ABBarracks_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABBarracks_ABN
Animation = ABBarracks_ABN.ABBarracks_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABBarracks_ABS
Animation = ABBarracks_ABS.ABBarracks_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABBarracks_ABSN
Animation = ABBarracks_ABSN.ABBarracks_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Barracks
Side = America
EditorSorting = STRUCTURE
BuildCost = 600
BuildTime = 10.0 ; in seconds
EnergyProduction = 0
CommandSet = AmericaBarracksCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 100 100 100 100 ; Experience point value at each level
Prerequisites
; Object = AmericaPowerPlant
End
; *** AUDIO Parameters ***
VoiceSelect = BarracksUSASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = HealContain ModuleTag_06
ContainMax = 10 ;way bigger than the # of objects we can have
TimeForFullHeal = 2000 ;(in milliseconds)
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_LargeStructureDebris
End
Behavior = CreateObjectDie ModuleTag_09
CreationList = OCL_AmericanRangerDebris02
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureMediumDeath
End
Behavior = ProductionUpdate ModuleTag_11
; nothing
End
Behavior = DefaultProductionExitUpdate ModuleTag_12
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 55.0 Y: 0.0 Z:0.0
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End
Behavior = FlammableUpdate ModuleTag_15
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_16
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 55.0
GeometryMinorRadius = 45.0
GeometryHeight = 20.0
GeometryIsSmall = No
FactoryExitWidth = 25 ; How much space to leave for units exiting.
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
ObjectReskin GLAHoleBarracks GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBBarracks_R
ParticleSysBone = FLame01 FireSmallContinuous
ParticleSysBone = Flame02 FireSmallContinuous
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = DAMAGED REALLYDAMAGED
Model = UBBarracks_R
ParticleSysBone = FLame01 FireSmallContinuous
ParticleSysBone = Flame02 FireSmallContinuous
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
End
End
;------------------------------------------------------------------------------
Object ChinaBarracks
; *** ART Parameters ***
SelectPortrait = SNBarracks_L
ButtonImage = SNBarracks
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = NBBarracks
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks.NBBarracks
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = NBBarracks_D
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_D.NBBarracks_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBBarracks_E
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_E.NBBarracks_E
AnimationMode = LOOP
End
; day SNOW
ConditionState = SNOW
Model = NBBarracks_S
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_S.NBBarracks_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = NBBarracks_DS
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_DS.NBBarracks_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBBarracks_ES
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_ES.NBBarracks_ES
AnimationMode = LOOP
End
; night
ConditionState = NIGHT
Model = NBBarracks_N
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_N.NBBarracks_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = NBBarracks_DN
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_DN.NBBarracks_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBBarracks_EN
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_EN.NBBarracks_EN
AnimationMode = LOOP
End
; night snow
ConditionState = NIGHT SNOW
Model = NBBarracks_NS
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_NS.NBBarracks_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = NBBarracks_DNS
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_DNS.NBBarracks_DNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBBarracks_ENS
ParticleSysBone= Fire01 SmolderingFire
Animation = NBBarracks_ENS.NBBarracks_ENS
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBarracks
Animation = NBBarracks.NBBarracks
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBBarracks_D
Animation = NBBarracks_D.NBBarracks_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBBarracks_E
Animation = NBBarracks_E.NBBarracks_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBBarracks_N
Animation = NBBarracks_N.NBBarracks_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBBarracks_DN
Animation = NBBarracks_DN.NBBarracks_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBBarracks_EN
Animation = NBBarracks_EN.NBBarracks_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBBarracks_S
Animation = NBBarracks_S.NBBarracks_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBBarracks_DS
Animation = NBBarracks_DS.NBBarracks_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBBarracks_ES
Animation = NBBarracks_ES.NBBarracks_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBBarracks_NS
Animation = NBBarracks_NS.NBBarracks_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBBarracks_DNS
Animation = NBBarracks_DNS.NBBarracks_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBBarracks_ENS
Animation = NBBarracks_ENS.NBBarracks_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBarracks_A4
Animation = NBBarracks_A4.NBBarracks_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBarracks_A4N
Animation = NBBarracks_A4N.NBBarracks_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBarracks_A4S
Animation = NBBarracks_A4S.NBBarracks_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBarracks_A4SN
Animation = NBBarracks_A4SN.NBBarracks_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBBarracks_A4
Animation = NBBarracks_A4.NBBarracks_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBBarracks_A4N
Animation = NBBarracks_A4N.NBBarracks_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBBarracks_A4S
Animation = NBBarracks_A4S.NBBarracks_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBBarracks_A4SN
Animation = NBBarracks_A4SN.NBBarracks_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBBarracks_A4
Animation = NBBarracks_A4.NBBarracks_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBBarracks_A4N
Animation = NBBarracks_A4N.NBBarracks_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBBarracks_A4S
Animation = NBBarracks_A4S.NBBarracks_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBBarracks_A4SN
Animation = NBBarracks_A4SN.NBBarracks_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBBarracks_A6
Animation = NBBarracks_A6.NBBarracks_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBBarracks_A6N
Animation = NBBarracks_A6N.NBBarracks_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBBarracks_A6S
Animation = NBBarracks_A6S.NBBarracks_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBBarracks_A6SN
Animation = NBBarracks_A6SN.NBBarracks_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBBarracks_A6
Animation = NBBarracks_A6.NBBarracks_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBBarracks_A6N
Animation = NBBarracks_A6N.NBBarracks_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBBarracks_A6S
Animation = NBBarracks_A6S.NBBarracks_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBBarracks_A6SN
Animation = NBBarracks_A6SN.NBBarracks_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBBarracks_A6
Animation = NBBarracks_A6.NBBarracks_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBBarracks_A6N
Animation = NBBarracks_A6N.NBBarracks_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBBarracks_A6S
Animation = NBBarracks_A6S.NBBarracks_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBBarracks_A6SN
Animation = NBBarracks_A6SN.NBBarracks_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBBarracks_A5
Animation = NBBarracks_A5.NBBarracks_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBBarracks_A5N
Animation = NBBarracks_A5N.NBBarracks_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBBarracks_A5S
Animation = NBBarracks_A5S.NBBarracks_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBBarracks_A5SN
Animation = NBBarracks_A5SN.NBBarracks_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBBarracks_AB
Animation = NBBarracks_AB.NBBarracks_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBBarracks_ABN
Animation = NBBarracks_ABN.NBBarracks_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBBarracks_ABS
Animation = NBBarracks_ABS.NBBarracks_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBBarracks_ABSN
Animation = NBBarracks_ABSN.NBBarracks_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBBarracks_AB
Animation = NBBarracks_AB.NBBarracks_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBBarracks_ABN
Animation = NBBarracks_ABN.NBBarracks_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBBarracks_ABS
Animation = NBBarracks_ABS.NBBarracks_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBBarracks_ABSN
Animation = NBBarracks_ABSN.NBBarracks_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:Barracks
Side = China
EditorSorting = STRUCTURE
BuildCost = 500
BuildTime = 10.0 ; in seconds
EnergyProduction = 0
CommandSet = ChinaBarracksCommandSet
VisionRange = 150.0 ; Shroud clearing distance
ShroudClearingRange = 150
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 100 100 100 100 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = BarracksChinaSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = HealContain ModuleTag_06
ContainMax = 10 ;way bigger than the # of objects we can have
TimeForFullHeal = 2000 ;(in milliseconds)
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureSmallDeath
End
Behavior = ProductionUpdate ModuleTag_10
QuantityModifier = ChinaInfantryRedguard 2
End
Behavior = QueueProductionExitUpdate ModuleTag_11
UnitCreatePoint = X: 0.0 Y: -25.0 Z:0.0
NaturalRallyPoint = X: 36.0 Y: -25.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
ExitDelay = 300 ; Mainly for the multiple produced Red Guard. Make them come out one at a time.
End
Behavior = GenerateMinefieldBehavior ModuleTag_12
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = FlammableUpdate ModuleTag_14
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_15
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 36.0
GeometryMinorRadius = 44.0
GeometryHeight = 30.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object AmericaWarFactory
; *** ART Parameters ***
SelectPortrait = SACWeaponsfact_L
ButtonImage = SACWeaponsfact
; ------------ the main factory itself -----------------
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day **************************************************
DefaultConditionState
Model = ABWarFact
Animation = ABWarFact.ABWarFact
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = DAMAGED
Model = ABWarFact_D
Animation = ABWarFact_D.ABWarFact_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABWarFact_E
Animation = ABWarFact_E.ABWarFact_E
AnimationMode = LOOP
End
; night *************************************************
ConditionState = NIGHT
Model = ABWarFact_N
Animation = ABWarFact_N.ABWarFact_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ABWarFact_DN
Animation = ABWarFact_DN.ABWarFact_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABWarFact_EN
Animation = ABWarFact_EN.ABWarFact_EN
AnimationMode = LOOP
End
; snow *************************************************
ConditionState = SNOW
Model = ABWarFact_S
Animation = ABWarFact_S.ABWarFact_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ABWarFact_DS
Animation = ABWarFact_DS.ABWarFact_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABWarFact_ES
Animation = ABWarFact_ES.ABWarFact_ES
AnimationMode = LOOP
End
; night snow *************************************************
ConditionState = NIGHT SNOW
Model = ABWarFact_NS
Animation = ABWarFact_NS.ABWarFact_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = ABWarFact_DNS
Animation = ABWarFact_DNS.ABWarFact_DNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABWarFact_ENS
Animation = ABWarFact_ENS.ABWarFact_ENS
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact
Animation = ABWarFact.ABWarFact
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABWarFact_D
Animation = ABWarFact_D.ABWarFact_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABWarFact_E
Animation = ABWarFact_E.ABWarFact_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABWarFact_N
Animation = ABWarFact_N.ABWarFact_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABWarFact_DN
Animation = ABWarFact_DN.ABWarFact_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABWarFact_EN
Animation = ABWarFact_EN.ABWarFact_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABWarFact_S
Animation = ABWarFact_S.ABWarFact_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABWarFact_DS
Animation = ABWarFact_DS.ABWarFact_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABWarFact_ES
Animation = ABWarFact_ES.ABWarFact_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABWarFact_NS
Animation = ABWarFact_NS.ABWarFact_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABWarFact_DNS
Animation = ABWarFact_DNS.ABWarFact_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABWarFact_ENS
Animation = ABWarFact_ENS.ABWarFact_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ----------------- the factory door -------------------
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = ABWarFact_A8
Animation = ABWarFact_A8.ABWarFact_A8
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = SNOW NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
ConditionState = DAMAGED
Model = ABWarFact_A8D
Animation = ABWarFact_A8D.ABWarFact_A8D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = SNOW NIGHT DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = ABWarFact_A8E
Animation = ABWarFact_A8E.ABWarFact_A8E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_OPENING
Model = ABWarFact_A8
Animation = ABWarFact_A8.ABWarFact_A8
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = SNOW NIGHT DOOR_1_OPENING
ConditionState = DOOR_1_OPENING DAMAGED
Model = ABWarFact_A8D
Animation = ABWarFact_A8D.ABWarFact_A8D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = ABWarFact_A8E
Animation = ABWarFact_A8E.ABWarFact_A8E
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_CLOSING
Model = ABWarFact_A8
Animation = ABWarFact_A8.ABWarFact_A8
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING
AliasConditionState = SNOW DOOR_1_CLOSING
AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
ConditionState = DOOR_1_CLOSING DAMAGED
Model = ABWarFact_A8D
Animation = ABWarFact_A8D.ABWarFact_A8D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = ABWarFact_A8E
Animation = ABWarFact_A8E.ABWarFact_A8E
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_WAITING_OPEN
Model = ABWarFact_A8
Animation = ABWarFact_A8.ABWarFact_A8
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DOOR_1_WAITING_OPEN
AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = ABWarFact_A8D
Animation = ABWarFact_A8D.ABWarFact_A8D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = ABWarFact_A8E
Animation = ABWarFact_A8E.ABWarFact_A8E
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
End
; ------------------ the construction crane ------------
Draw = W3DModelDraw ModuleTag_03
; -----------------------------------------------------------
OkToChangeModelColor = Yes
; -----------------------------------------------------------
DefaultConditionState
Model = ABWarFact_A1
Animation = ABWarFact_A1.ABWarFact_A1
AnimationMode = LOOP
TransitionKey = TRANS_Idle
End
ConditionState = DAMAGED
Model = ABWarFact_A1D
Animation = ABWarFact_A1D.ABWarFact_A1D
AnimationMode = LOOP
TransitionKey = TRANS_IdleDamaged
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABWarFact_A1E
Animation = ABWarFact_A1E.ABWarFact_A1E
AnimationMode = LOOP
TransitionKey = TRANS_IdleReallyDamaged
End
; -----------------------------------------------------------
TransitionState = TRANS_Constructing TRANS_Idle
Model = ABWarFact_A3
Animation = ABWarFact_A3.ABWarFact_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
TransitionState = TRANS_ConstructingDamaged TRANS_IdleDamaged
Model = ABWarFact_A3D
Animation = ABWarFact_A3D.ABWarFact_A3D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
TransitionState = TRANS_ConstructingReallyDamaged TRANS_IdleReallyDamaged
Model = ABWarFact_A3E
Animation = ABWarFact_A3E.ABWarFact_A3E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
; -----------------------------------------------------------
; bleah... RESTART_ANIM_WHEN_COMPLETE is a little hacky.
; these really should be LOOP, not ONCE, but you can't use
; LOOP in conjunction with WaitForStateToFinishIfPossible.
; this is a sleazy workaround to allow us to do so. (srj)
ConditionState = ACTIVELY_CONSTRUCTING
Model = ABWarFact_A3
Animation = ABWarFact_A3.ABWarFact_A3
AnimationMode = ONCE
TransitionKey = TRANS_Constructing
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
ConditionState = ACTIVELY_CONSTRUCTING DAMAGED
Model = ABWarFact_A3D
Animation = ABWarFact_A3D.ABWarFact_A3D
AnimationMode = ONCE
TransitionKey = TRANS_ConstructingDamaged
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
Model = ABWarFact_A3E
Animation = ABWarFact_A3E.ABWarFact_A3E
AnimationMode = ONCE
TransitionKey = TRANS_ConstructingReallyDamaged
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
; -----------------------------------------------------------
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SOLD
Model = ABWarFact_A1
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = SOLD
Model = NONE
End
End
; ------------------ the construction conveyor belt ------------
Draw = W3DModelDraw ModuleTag_04
OkToChangeModelColor = Yes
DefaultConditionState
Model = ABWarFact_A7
Animation = ABWarFact_A7.ABWarFact_A7
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = SNOW
AliasConditionState = NIGHT
AliasConditionState = SNOW NIGHT
ConditionState = SOLD
Model = NONE
End
AliasConditionState = SNOW SOLD
AliasConditionState = NIGHT SOLD
AliasConditionState = SNOW NIGHT SOLD
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
ConditionState = DAMAGED
Model = ABWarFact_A7D
Animation = ABWarFact_A7D.ABWarFact_A7D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW NIGHT DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = ABWarFact_A7E
Animation = ABWarFact_A7E.ABWarFact_A7E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
ConditionState = ACTIVELY_CONSTRUCTING
Model = ABWarFact_A7
Animation = ABWarFact_A7.ABWarFact_A7
AnimationMode = LOOP
End
AliasConditionState = SNOW ACTIVELY_CONSTRUCTING
AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING
AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING
ConditionState = ACTIVELY_CONSTRUCTING DAMAGED
Model = ABWarFact_A7D
Animation = ABWarFact_A7D.ABWarFact_A7D
AnimationMode = LOOP
End
AliasConditionState = SNOW ACTIVELY_CONSTRUCTING DAMAGED
AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING DAMAGED
AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING DAMAGED
ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
Model = ABWarFact_A7E
Animation = ABWarFact_A7E.ABWarFact_A7E
AnimationMode = LOOP
End
AliasConditionState = SNOW ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
End
; ------------ construction done flashing lights ----------
Draw = W3DModelDraw ModuleTag_05
DefaultConditionState
Model = None
End
ConditionState = SOLD
Model = NONE
End
ConditionState = SOLD SNOW
Model = NONE
End
ConditionState = SOLD NIGHT
Model = NONE
End
ConditionState = SOLD NIGHT SNOW
Model = NONE
End
ConditionState = CONSTRUCTION_COMPLETE
Model = ABWarFact_A2
Animation = ABWarFact_A2.ABWarFact_A2
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_06
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact_A4
Animation = ABWarFact_A4.ABWarFact_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact_A4N
Animation = ABWarFact_A4N.ABWarFact_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact_A4S
Animation = ABWarFact_A4S.ABWarFact_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact_A4SN
Animation = ABWarFact_A4SN.ABWarFact_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABWarFact_A4
Animation = ABWarFact_A4.ABWarFact_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABWarFact_A4N
Animation = ABWarFact_A4N.ABWarFact_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABWarFact_A4S
Animation = ABWarFact_A4S.ABWarFact_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABWarFact_A4SN
Animation = ABWarFact_A4SN.ABWarFact_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABWarFact_A4
Animation = ABWarFact_A4.ABWarFact_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABWarFact_A4N
Animation = ABWarFact_A4N.ABWarFact_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABWarFact_A4S
Animation = ABWarFact_A4S.ABWarFact_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABWarFact_A4SN
Animation = ABWarFact_A4SN.ABWarFact_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_07
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABWarFact_A6
Animation = ABWarFact_A6.ABWarFact_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABWarFact_A6N
Animation = ABWarFact_A6N.ABWarFact_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABWarFact_A6S
Animation = ABWarFact_A6S.ABWarFact_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABWarFact_A6SN
Animation = ABWarFact_A6SN.ABWarFact_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABWarFact_A6
Animation = ABWarFact_A6.ABWarFact_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABWarFact_A6N
Animation = ABWarFact_A6N.ABWarFact_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABWarFact_A6S
Animation = ABWarFact_A6S.ABWarFact_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABWarFact_A6SN
Animation = ABWarFact_A6SN.ABWarFact_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABWarFact_A6
Animation = ABWarFact_A6.ABWarFact_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABWarFact_A6N
Animation = ABWarFact_A6N.ABWarFact_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABWarFact_A6S
Animation = ABWarFact_A6S.ABWarFact_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABWarFact_A6SN
Animation = ABWarFact_A6SN.ABWarFact_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_08
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact_A5
Animation = ABWarFact_A5.ABWarFact_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact_A5N
Animation = ABWarFact_A5N.ABWarFact_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact_A5S
Animation = ABWarFact_A5S.ABWarFact_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABWarFact_A5SN
Animation = ABWarFact_A5SN.ABWarFact_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABWarFact_AB
Animation = ABWarFact_AB.ABWarFact_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABWarFact_ABN
Animation = ABWarFact_ABN.ABWarFact_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABWarFact_ABS
Animation = ABWarFact_ABS.ABWarFact_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABWarFact_ABSN
Animation = ABWarFact_ABSN.ABWarFact_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABWarFact_AB
Animation = ABWarFact_AB.ABWarFact_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABWarFact_ABN
Animation = ABWarFact_ABN.ABWarFact_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABWarFact_ABS
Animation = ABWarFact_ABS.ABWarFact_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABWarFact_ABSN
Animation = ABWarFact_ABSN.ABWarFact_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:WarFactory
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaSupplyCenter
End
BuildCost = 2000
BuildTime = 15.0 ; in seconds
EnergyProduction = -1
CommandSet = AmericaWarFactoryCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = WarFactoryUSASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_09
MaxHealth = 2000.0
InitialHealth = 2000.0
End
Behavior = ProductionUpdate ModuleTag_10
NumDoorAnimations = 1
DoorOpeningTime = 3250 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 4000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_11
UnitCreatePoint = X: -10.0 Y:-30.0 Z:0.0
NaturalRallyPoint = X: 53.0 Y:-30.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = RepairDockUpdate ModuleTag_12
TimeForFullHeal = 5000 ;(in milliseconds)
NumberApproachPositions = 5
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End
;---- Lazy cheezy modules make the buildings cry.
; Behavior = SlowDeathBehavior ModuleTag_14
; DestructionDelay = 500
; FX = FINAL FX_StructureMediumDeath
; OCL = FINAL OCL_AmericaWarFactoryDebris
; End
Behavior = TransitionDamageFX ModuleTag_15
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Behavior = CreateObjectDie ModuleTag_16
CreationList = OCL_AmericanRangerDebris05
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FlammableUpdate ModuleTag_18
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = CreateObjectDie ModuleTag_20
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_21
DeathFX = FX_StructureMediumDeath
End
Behavior = DestroyDie ModuleTag_22
;nothing
End
Geometry = BOX
GeometryMajorRadius = 53.0
GeometryMinorRadius = 60.0
GeometryHeight = 40.0
GeometryIsSmall = No
FactoryExitWidth = 25 ; How much space to leave for units exiting.
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;GLA Arms Dealer
Object GLAArmsDealer
; *** ART Parameters ***
SelectPortrait = SUArmsDealer_L
ButtonImage = SUArmsDealer
; ----------------- Main Building -------------------
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = UBArmDeal
Animation = UBArmDeal.UBArmDeal
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Steam01 SteamVent
End
;damaged
ConditionState = DAMAGED
Model = UBArmDeal_D
Animation = UBArmDeal_D.UBArmDeal_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
; ParticleSysBone = Smoke02 SmolderingSmoke
; ParticleSysBone = Smoke03 SmolderingSmoke
; ParticleSysBone = Smoke04 SmolderingSmoke
; ParticleSysBone = Smoke05 SmolderingSmoke
; ParticleSysBone = Smoke06 SmolderingSmoke
; ParticleSysBone = Fire02 SmolderingFire
; ParticleSysBone = Fire03 SmolderingFire
; ParticleSysBone = Fire04 SmolderingFire
; ParticleSysBone = Fire05 SmolderingFire
; ParticleSysBone = Fire06 SmolderingFire
End
;really damaged
ConditionState = REALLYDAMAGED RUBBLE
Model = UBArmDeal_E
Animation = UBArmDeal_E.UBArmDeal_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
; ParticleSysBone = Smoke02 SmolderingSmoke
; ParticleSysBone = Smoke03 SmolderingSmoke
; ParticleSysBone = Smoke04 SmolderingSmoke
; ParticleSysBone = Smoke05 SmokeFactionLarge
; ParticleSysBone = Smoke06 SmolderingSmoke
; ParticleSysBone = Smoke07 SmolderingSmoke
; ParticleSysBone = Fire02 SmolderingFire
; ParticleSysBone = Fire03 SmolderingFire
; ParticleSysBone = Fire04 SmolderingFire
; ParticleSysBone = Fire05 FireFactionLarge
; ParticleSysBone = Fire06 SmolderingFire
; ParticleSysBone = Fire07 SmolderingFire
End
ConditionState = SNOW
Model = UBArmDeal_S
Animation = UBArmDeal_S.UBArmDeal_S
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Steam01 SteamVent
End
;damaged
ConditionState = DAMAGED SNOW
Model = UBArmDeal_DS
Animation = UBArmDeal_DS.UBArmDeal_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
; ParticleSysBone = Smoke02 SmolderingSmoke
; ParticleSysBone = Smoke03 SmolderingSmoke
; ParticleSysBone = Smoke04 SmolderingSmoke
; ParticleSysBone = Smoke05 SmolderingSmoke
; ParticleSysBone = Smoke06 SmolderingSmoke
; ParticleSysBone = Fire02 SmolderingFire
; ParticleSysBone = Fire03 SmolderingFire
; ParticleSysBone = Fire04 SmolderingFire
; ParticleSysBone = Fire05 SmolderingFire
; ParticleSysBone = Fire06 SmolderingFire
End
;really damaged
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBArmDeal_ES
Animation = UBArmDeal_ES.UBArmDeal_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
; ParticleSysBone = Smoke02 SmolderingSmoke
; ParticleSysBone = Smoke03 SmolderingSmoke
; ParticleSysBone = Smoke04 SmolderingSmoke
; ParticleSysBone = Smoke05 SmokeFactionLarge
; ParticleSysBone = Smoke06 SmolderingSmoke
; ParticleSysBone = Smoke07 SmolderingSmoke
; ParticleSysBone = Fire02 SmolderingFire
; ParticleSysBone = Fire03 SmolderingFire
; ParticleSysBone = Fire04 SmolderingFire
; ParticleSysBone = Fire05 FireFactionLarge
; ParticleSysBone = Fire06 SmolderingFire
; ParticleSysBone = Fire07 SmolderingFire
End
; night
ConditionState = NIGHT
Model = UBArmDeal_N
Animation = UBArmDeal_N.UBArmDeal_N
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Steam01 SteamVent
End
ConditionState = DAMAGED NIGHT
Model = UBArmDeal_DN
Animation = UBArmDeal_DN.UBArmDeal_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBArmDeal_EN
Animation = UBArmDeal_EN.UBArmDeal_EN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
; night snow
ConditionState = NIGHT SNOW
Model = UBArmDeal_NS
Animation = UBArmDeal_NS.UBArmDeal_NS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Steam01 SteamVent
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBArmDeal_DNS
Animation = UBArmDeal_DNS.UBArmDeal_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UBArmDeal_ENS
Animation = UBArmDeal_ENS.UBArmDeal_ENS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBArmDeal
Animation = UBArmDeal.UBArmDeal
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBArmDeal_D
Animation = UBArmDeal_D.UBArmDeal_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBArmDeal_E
Animation = UBArmDeal_E.UBArmDeal_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBArmDeal_N
Animation = UBArmDeal_N.UBArmDeal_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBArmDeal_DN
Animation = UBArmDeal_DN.UBArmDeal_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBArmDeal_EN
Animation = UBArmDeal_EN.UBArmDeal_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBArmDeal_S
Animation = UBArmDeal_S.UBArmDeal_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBArmDeal_DS
Animation = UBArmDeal_DS.UBArmDeal_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBArmDeal_ES
Animation = UBArmDeal_ES.UBArmDeal_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBArmDeal_NS
Animation = UBArmDeal_NS.UBArmDeal_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBArmDeal_DNS
Animation = UBArmDeal_DNS.UBArmDeal_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBArmDeal_ENS
Animation = UBArmDeal_ENS.UBArmDeal_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBArmDeal_A4
Animation = UBArmDeal_A4.UBArmDeal_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBArmDeal_A4N
Animation = UBArmDeal_A4N.UBArmDeal_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBArmDeal_A4S
Animation = UBArmDeal_A4S.UBArmDeal_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBArmDeal_A4SN
Animation = UBArmDeal_A4SN.UBArmDeal_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBArmDeal_A4
Animation = UBArmDeal_A4.UBArmDeal_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBArmDeal_A4N
Animation = UBArmDeal_A4N.UBArmDeal_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBArmDeal_A4S
; @todo srj -- anim missing
Animation = UBArmDeal_A4S.UBArmDeal_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBArmDeal_A4SN
; @todo srj -- anim missing
Animation = UBArmDeal_A4SN.UBArmDeal_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBArmDeal_A4
Animation = UBArmDeal_A4.UBArmDeal_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBArmDeal_A4N
Animation = UBArmDeal_A4N.UBArmDeal_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBArmDeal_A4S
; @todo srj -- anim missing
Animation = UBArmDeal_A4S.UBArmDeal_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBArmDeal_A4SN
Animation = UBArmDeal_A4SN.UBArmDeal_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBArmDeal_A6
Animation = UBArmDeal_A6.UBArmDeal_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBArmDeal_A6N
Animation = UBArmDeal_A6N.UBArmDeal_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBArmDeal_A6S
Animation = UBArmDeal_A6S.UBArmDeal_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBArmDeal_A6SN
Animation = UBArmDeal_A6SN.UBArmDeal_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBArmDeal_A6
Animation = UBArmDeal_A6.UBArmDeal_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBArmDeal_A6N
Animation = UBArmDeal_A6N.UBArmDeal_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBArmDeal_A6S
Animation = UBArmDeal_A6S.UBArmDeal_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBArmDeal_A6SN
Animation = UBArmDeal_A6SN.UBArmDeal_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBArmDeal_A6
Animation = UBArmDeal_A6.UBArmDeal_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBArmDeal_A6N
Animation = UBArmDeal_A6N.UBArmDeal_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBArmDeal_A6S
Animation = UBArmDeal_A6S.UBArmDeal_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBArmDeal_A6SN
Animation = UBArmDeal_A6SN.UBArmDeal_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ----------------- the door -----------------------
Draw = W3DModelDraw ModuleTag_04
DefaultConditionState
Model = UBArmDeal_A7
Animation = UBArmDeal_A7.UBArmDeal_A7
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
ConditionState = DAMAGED
Model = UBArmDeal_A7D
Animation = UBArmDeal_A7D.UBArmDeal_A7D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = SNOW NIGHT DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = UBArmDeal_A7E
Animation = UBArmDeal_A7E.UBArmDeal_A7E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_OPENING
Model = UBArmDeal_A7
Animation = UBArmDeal_A7.UBArmDeal_A7
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = SNOW NIGHT DOOR_1_OPENING
ConditionState = DOOR_1_OPENING DAMAGED
Model = UBArmDeal_A7D
Animation = UBArmDeal_A7D.UBArmDeal_A7D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = UBArmDeal_A7E
Animation = UBArmDeal_A7E.UBArmDeal_A7E
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_CLOSING
Model = UBArmDeal_A7
Animation = UBArmDeal_A7.UBArmDeal_A7
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING
AliasConditionState = SNOW DOOR_1_CLOSING
AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
ConditionState = DOOR_1_CLOSING DAMAGED
Model = UBArmDeal_A7D
Animation = UBArmDeal_A7D.UBArmDeal_A7D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED
AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = UBArmDeal_A7E
Animation = UBArmDeal_A7E.UBArmDeal_A7E
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_WAITING_OPEN
Model = UBArmDeal_A7
Animation = UBArmDeal_A7.UBArmDeal_A7
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DOOR_1_WAITING_OPEN
AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = UBArmDeal_A7D
Animation = UBArmDeal_A7D.UBArmDeal_A7D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = UBArmDeal_A7E
Animation = UBArmDeal_A7E.UBArmDeal_A7E
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBArmDeal_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBArmDeal_A7D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBArmDeal_A7E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:ArmsDealer
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLASupplyStash
End
BuildCost = 2500
BuildTime = 20.0 ; in seconds
EnergyProduction = 0
CommandSet = GLAArmsDealerCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = WarFactoryGLASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE
Body = StructureBody ModuleTag_05
MaxHealth = 2000.0
InitialHealth = 2000.0
End
Behavior = RebuildHoleExposeDie ModuleTag_06
HoleName = GLAHoleArmsDealer
HoleMaxHealth = 500.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureMediumDeath
End
Behavior = ProductionUpdate ModuleTag_10
NumDoorAnimations = 1
DoorOpeningTime = 2000 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 2000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_11
UnitCreatePoint = X: -20.0 Y:-15.0 Z:0.0
NaturalRallyPoint = X: 40.0 Y:-15.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = RepairDockUpdate ModuleTag_12
TimeForFullHeal = 5000 ;(in milliseconds)
NumberApproachPositions = 5
End
Behavior = FlammableUpdate ModuleTag_14
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 40.0
GeometryMinorRadius = 62.0
GeometryHeight = 25.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
ObjectReskin GLAHoleArmsDealer GLAHole
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBHole
End
ConditionState = DAMAGED
Model = UBHole_D
ParticleSysBone = Smoke01 SteamVent
End
ConditionState = REALLYDAMAGED
Model = UBHole_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Fire01 GLAPowerPlantFlame
ParticleSysBone = Fire02 GLAPowerPlantFlame
ParticleSysBone = Fire03 GLAPowerPlantFlame
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBArmDeal_R
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
ConditionState = DAMAGED REALLYDAMAGED
Model = UBArmDeal_R
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
End
End
;------------------------------------------------------------------------------
Object ChinaWarFactory
; *** ART Parameters ***
SelectPortrait = SNWarFact_L
ButtonImage = SNWarFact
; ------------ the main factory itself -----------------
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
DefaultConditionState
Model = NBWarFact
End
ConditionState = DAMAGED
Model = NBWarFact_D
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBWarFact_E
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
End
ConditionState = SNOW
Model = NBWarFact_S
End
ConditionState = DAMAGED SNOW
Model = NBWarFact_DS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBWarFact_ES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
End
; night **********************************************
ConditionState = NIGHT
Model = NBWarFact_N
End
ConditionState = DAMAGED NIGHT
Model = NBWarFact_DN
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBWarFact_EN
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
End
; night SNOW
ConditionState = NIGHT SNOW
Model = NBWarFact_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = NBWarFact_DNS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBWarFact_ENS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact
;Animation = NBWarFact.NBWarFact
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBWarFact_D
;Animation = NBWarFact_D.NBWarFact_D
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBWarFact_E
;Animation = NBWarFact_E.NBWarFact_E
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBWarFact_N
;Animation = NBWarFact_N.NBWarFact_N
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBWarFact_DN
;Animation = NBWarFact_DN.NBWarFact_DN
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBWarFact_EN
;Animation = NBWarFact_EN.NBWarFact_EN
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBWarFact_S
;Animation = NBWarFact_S.NBWarFact_S
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBWarFact_DS
;Animation = NBWarFact_DS.NBWarFact_DS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBWarFact_ES
;Animation = NBWarFact_ES.NBWarFact_ES
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBWarFact_NS
;Animation = NBWarFact_NS.NBWarFact_NS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBWarFact_DNS
;Animation = NBWarFact_DNS.NBWarFact_DNS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBWarFact_ENS
;Animation = NBWarFact_ENS.NBWarFact_ENS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------------ the construction crane ------------
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = None
Model = NBWarFact_A1
Animation = NBWarFact_A1.NBWarFact_A1
AnimationMode = LOOP
WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
End
ConditionState = DAMAGED
Model = NBWarFact_A1D
Animation = NBWarFact_A1D.NBWarFact_A1D
AnimationMode = LOOP
WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBWarFact_A1E
Animation = NBWarFact_A1E.NBWarFact_A1E
AnimationMode = LOOP
WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
End
ConditionState = ACTIVELY_CONSTRUCTING
Model = NBWarFact_A2
Animation = NBWarFact_A2.NBWarFact_A2
AnimationMode = ONCE
TransitionKey = TransitionFinishBeforeSwitch
End
ConditionState = ACTIVELY_CONSTRUCTING DAMAGED
Model = NBWarFact_A2D
Animation = NBWarFact_A2D.NBWarFact_A2D
AnimationMode = ONCE
TransitionKey = TransitionFinishBeforeSwitch
End
ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
Model = NBWarFact_A2E
Animation = NBWarFact_A2E.NBWarFact_A2E
AnimationMode = ONCE
TransitionKey = TransitionFinishBeforeSwitch
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A1
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = SOLD DAMAGED REALLYDAMAGED RUBBLE
Model = NONE
End
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A4
Animation = NBWarFact_A4.NBWarFact_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A4N
Animation = NBWarFact_A4N.NBWarFact_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A4S
Animation = NBWarFact_A4S.NBWarFact_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A4SN
Animation = NBWarFact_A4SN.NBWarFact_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBWarFact_A4
Animation = NBWarFact_A4.NBWarFact_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBWarFact_A4N
Animation = NBWarFact_A4N.NBWarFact_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBWarFact_A4S
Animation = NBWarFact_A4S.NBWarFact_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBWarFact_A4SN
Animation = NBWarFact_A4SN.NBWarFact_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBWarFact_A4
Animation = NBWarFact_A4.NBWarFact_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBWarFact_A4N
Animation = NBWarFact_A4N.NBWarFact_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBWarFact_A4S
Animation = NBWarFact_A4S.NBWarFact_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBWarFact_A4SN
Animation = NBWarFact_A4SN.NBWarFact_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBWarFact_A6
Animation = NBWarFact_A6.NBWarFact_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBWarFact_A6N
Animation = NBWarFact_A6N.NBWarFact_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBWarFact_A6S
Animation = NBWarFact_A6S.NBWarFact_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBWarFact_A6SN
Animation = NBWarFact_A6SN.NBWarFact_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBWarFact_A6
Animation = NBWarFact_A6.NBWarFact_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBWarFact_A6N
Animation = NBWarFact_A6N.NBWarFact_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBWarFact_A6S
Animation = NBWarFact_A6S.NBWarFact_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBWarFact_A6SN
Animation = NBWarFact_A6SN.NBWarFact_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBWarFact_A6
Animation = NBWarFact_A6.NBWarFact_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBWarFact_A6N
Animation = NBWarFact_A6N.NBWarFact_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBWarFact_A6S
Animation = NBWarFact_A6S.NBWarFact_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBWarFact_A6SN
Animation = NBWarFact_A6SN.NBWarFact_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------------ the construction conveyor belt ------------
Draw = W3DModelDraw ModuleTag_05
OkToChangeModelColor = Yes
DefaultConditionState
Model = NBWarFact_A7
Animation = NBWarFact_A7.NBWarFact_A7
AnimationMode = LOOP
; Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = SNOW NIGHT
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = SNOW NIGHT DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
ConditionState = ACTIVELY_CONSTRUCTING
Model = NBWarFact_A7
Animation = NBWarFact_A7.NBWarFact_A7
AnimationMode = LOOP
; Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING
AliasConditionState = SNOW ACTIVELY_CONSTRUCTING
AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING
AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING
AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING
AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A7
Animation = NBWarFact_A7.NBWarFact_A7
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ----------------- the factory door -------------------
Draw = W3DModelDraw ModuleTag_06
DefaultConditionState
Model = NBWarFact_A8
Animation = NBWarFact_A8.NBWarFact_A8
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
ConditionState = DAMAGED
Model = NBWarFact_A8D
Animation = NBWarFact_A8D.NBWarFact_A8D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = NBWarFact_A8E
Animation = NBWarFact_A8E.NBWarFact_A8E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_OPENING
Model = NBWarFact_A8
Animation = NBWarFact_A8.NBWarFact_A8
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DOOR_1_OPENING
ConditionState = DOOR_1_OPENING DAMAGED
Model = NBWarFact_A8D
Animation = NBWarFact_A8D.NBWarFact_A8D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = NBWarFact_A8E
Animation = NBWarFact_A8E.NBWarFact_A8E
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_CLOSING
Model = NBWarFact_A8
Animation = NBWarFact_A8.NBWarFact_A8
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING
AliasConditionState = SNOW DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
ConditionState = DOOR_1_CLOSING DAMAGED
Model = NBWarFact_A8D
Animation = NBWarFact_A8D.NBWarFact_A8D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = NBWarFact_A8E
Animation = NBWarFact_A8E.NBWarFact_A8E
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_WAITING_OPEN
Model = NBWarFact_A8
Animation = NBWarFact_A8.NBWarFact_A8
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = NBWarFact_A8D
Animation = NBWarFact_A8D.NBWarFact_A8D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = NBWarFact_A8E
Animation = NBWarFact_A8E.NBWarFact_A8E
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBWarFact_A8D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBWarFact_A8E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_07
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A5
Animation = NBWarFact_A5.NBWarFact_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A5N
Animation = NBWarFact_A5N.NBWarFact_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A5S
Animation = NBWarFact_A5S.NBWarFact_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBWarFact_A5SN
Animation = NBWarFact_A5SN.NBWarFact_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBWarFact_AB
Animation = NBWarFact_AB.NBWarFact_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBWarFact_ABN
Animation = NBWarFact_ABN.NBWarFact_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBWarFact_ABS
Animation = NBWarFact_ABS.NBWarFact_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBWarFact_ABSN
Animation = NBWarFact_ABSN.NBWarFact_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBWarFact_AB
Animation = NBWarFact_AB.NBWarFact_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBWarFact_ABN
Animation = NBWarFact_ABN.NBWarFact_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBWarFact_ABS
Animation = NBWarFact_ABS.NBWarFact_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBWarFact_ABSN
Animation = NBWarFact_ABSN.NBWarFact_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:WarFactory
Side = China
EditorSorting = STRUCTURE
Prerequisites
Object = ChinaSupplyCenter
End
BuildCost = 2000
BuildTime = 15.0 ; in seconds
EnergyProduction = -1
CommandSet = ChinaWarFactoryCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = WarFactoryChinaSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_08
MaxHealth = 2000.0
InitialHealth = 2000.0
End
Behavior = DestroyDie ModuleTag_09
;nothing
End
Behavior = CreateObjectDie ModuleTag_10
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_11
DeathFX = FX_StructureMediumDeath
End
Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 1
DoorOpeningTime = 4000 ;in mSeconds
DoorWaitOpenTime = 2000 ;in mSeconds
DoorCloseTime = 5000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_13
UnitCreatePoint = X: 0.0 Y:-27.0 Z:0.0
NaturalRallyPoint = X: 57.0 Y:-27.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = RepairDockUpdate ModuleTag_14
TimeForFullHeal = 5000 ;(in milliseconds)
NumberApproachPositions = 5
End
Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = GenerateMinefieldBehavior ModuleTag_22
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = TransitionDamageFX ModuleTag_23
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 57.0
GeometryMinorRadius = 61.0
GeometryHeight = 30.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object ChinaWall
; *** ART Parameters ***
SelectPortrait = SNWall_L
ButtonImage = SNWall
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
DefaultConditionState
Model = NBWall02Y
End
ConditionState = DAMAGED
Model = NBWall02Y_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBWall02Y_E
End
ConditionState = SNOW
Model = NBWall02Y_S
End
ConditionState = DAMAGED SNOW
Model = NBWall02Y_DS
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBWall02Y_ES
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ConcreteWall
Side = China
EditorSorting = STRUCTURE
BuildCost = 100
BuildTime = 2.0 ; in seconds
VisionRange = 150.0 ; Shroud clearing distance
ShroudClearingRange = 150
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 50 50 50 50 ; Experience point value at each level
FenceWidth = 9 ; Spacing used by the fence tool in worldbuilder.
FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = NoSound
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
Body = StructureBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = DestroyDie ModuleTag_03
; none
End
Behavior = CreateObjectDie ModuleTag_04
CreationList = OCL_GenericWallSegmentDebris
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_GenericWallSegmentDeath
End
Geometry = BOX
GeometryMajorRadius = 4.0
GeometryMinorRadius = 6.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object AmericaWall
; *** ART Parameters ***
SelectPortrait = SAFence_L
ButtonImage = SAFence
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = ABSecWallY
End
ConditionState = DAMAGED
Model = ABSecWallY_D
ParticleSysBone = SparkS01 SparksSmall
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABSecWallY_E
Animation = ABSecWallY_E.ABSecWallY_E
AnimationMode = LOOP
ParticleSysBone = SparkM01 SparksMedium
ParticleSysBone = SparkM02 SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:SecurityFence
Side = America
EditorSorting = STRUCTURE
BuildCost = 100
BuildTime = 1.0 ; in seconds
VisionRange = 150.0 ; Shroud clearing distance
ShroudClearingRange = 150
ArmorSet
Conditions = None
Armor = WallArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 50 50 50 50 ; Experience point value at each level
FenceWidth = 19 ; Spacing used by the fence tool in worldbuilder.
FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = NoSound
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE DEFENSIVE_WALL
Body = StructureBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = DestroyDie ModuleTag_03
DeathTypes = ALL -TOPPLED
End
Behavior = CreateObjectDie ModuleTag_04
DeathTypes = ALL -TOPPLED
CreationList = OCL_GenericWallSegmentDebris
End
Behavior = FXListDie ModuleTag_05
DeathTypes = ALL -TOPPLED
DeathFX = FX_GenericWallSegmentDeath
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 3.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;Added for the Hub piece
Object AmericaWallHub
; *** ART Parameters ***
SelectPortrait = SAFence_L
ButtonImage = SAFence
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = ABSecWallX
End
ConditionState = DAMAGED
Model = ABSecWallX_D
ParticleSysBone = SparkS01 SparksSmall
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABSecWallX_E
ParticleSysBone = SmokeM01 SmokeFactionMedium
;ParticleSysBone = FireM01 FireFactionMedium
ParticleSysBone = SparkM01 SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Wall
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaBarracks
End
BuildCost = 50
BuildTime = 2.0 ; in seconds
VisionRange = 150.0 ; Shroud clearing distance
ShroudClearingRange = 150
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 50 50 50 50 ; Experience point value at each level
FenceWidth = 6 ; Spacing used by the fence tool in worldbuilder.
FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = NoSound
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
DeathTypes = ALL -TOPPLED
End
Behavior = CreateObjectDie ModuleTag_04
DeathTypes = ALL -TOPPLED
CreationList = OCL_GenericWallSegmentDebris
End
Behavior = FXListDie ModuleTag_05
DeathTypes = ALL -TOPPLED
DeathFX = FX_GenericWallSegmentDeath
End
Geometry = BOX
GeometryMajorRadius = 3.0
GeometryMinorRadius = 4.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object GLAWall
; *** ART Parameters ***
SelectPortrait = SUBarricade_L
ButtonImage = SUBarricade
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = UBBurnBarrY
ParticleSysBone = Fire01 FireBurningBarricade02
ParticleSysBone = Fire02 FireBurningBarricade02
ParticleSysBone = Smoke01 SmokeBurningBarricade02
ParticleSysBone = Smoke02 SmokeBurningBarricade02
End
ConditionState = DAMAGED
Model = UBBurnBarrY_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBBurnBarrY_E
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:BurningBarricade
Side = GLA
EditorSorting = STRUCTURE
BuildCost = 100
BuildTime = 1.0 ; in seconds
VisionRange = 150.0 ; Shroud clearing distance
ShroudClearingRange = 150
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 50 50 50 50 ; Experience point value at each level
FenceWidth = 28 ; Spacing used by the fence tool in worldbuilder.
FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = NoSound
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
Body = StructureBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = DestroyDie ModuleTag_03
; none
End
Behavior = CreateObjectDie ModuleTag_04
CreationList = OCL_GenericWallSegmentDebris
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_GenericWallSegmentDeath
End
Geometry = BOX
GeometryMajorRadius = 11.0
GeometryMinorRadius = 8.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;Added for the Hub piece
Object GLAWallHub
; *** ART Parameters ***
SelectPortrait = SUBarricade_L
ButtonImage = SUBarricade
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = UBBurnBarrX
ParticleSysBone = Fire01 FireBurningBarricade02
ParticleSysBone = Smoke01 SmokeBurningBarricade02
ParticleSysBone = Smoke02 SmokeBurningBarricade02
End
ConditionState = DAMAGED
Model = UBBurnBarrX_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBBurnBarrX_E
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Wall
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLABarracks
End
BuildCost = 50
BuildTime = 1.0 ; in seconds
VisionRange = 150.0 ; Shroud clearing distance
ShroudClearingRange = 150
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 50 50 50 50 ; Experience point value at each level
FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder.
FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = NoSound
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
; none
End
Behavior = CreateObjectDie ModuleTag_04
CreationList = OCL_GenericWallSegmentDebris
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_GenericWallSegmentDeath
End
Geometry = BOX
GeometryMajorRadius = 4.0
GeometryMinorRadius = 6.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;Added for the Hub piece
Object ChinaWallHub
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = NBWall02X
End
ConditionState = DAMAGED
Model = NBWall02X_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBWall02X_E
End
ConditionState = SNOW
Model = NBWall02X_S
End
ConditionState = DAMAGED SNOW
Model = NBWall02X_DS
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBWall02X_ES
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Wall
Side = China
EditorSorting = STRUCTURE
Prerequisites
Object = ChinaBarracks
End
BuildCost = 50
BuildTime = 1.0 ; in seconds
VisionRange = 150.0 ; Shroud clearing distance
ShroudClearingRange = 150
ArmorSet
Conditions = None
Armor = WallArmor
DamageFX = StructureDamageFXNoShake
End
FenceWidth = 12 ; Spacing used by the fence tool in worldbuilder.
FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = NoSound
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
; none
End
Behavior = CreateObjectDie ModuleTag_04
CreationList = OCL_GenericWallSegmentDebris
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_GenericWallSegmentDeath
End
Geometry = BOX
GeometryMajorRadius = 4.0
GeometryMinorRadius = 6.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object GLATrap
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBWall
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TankTrap
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLABarracks
End
BuildCost = 50
BuildTime = 1.0 ; in seconds
EnergyProduction = 0
VisionRange = 150.0 ; Shroud clearing distance
ShroudClearingRange = 150
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
FenceWidth = 14 ; Spacing used by the fence tool in worldbuilder.
FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = NoSound
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = CreateObjectDie ModuleTag_04
CreationList = OCL_GenericWallSegmentDebris
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_GenericWallSegmentDeath
End
Geometry = BOX
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object ChinaMoat
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = TempBldgSm
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Moat
Side = China
EditorSorting = STRUCTURE
BuildCost = 100
BuildTime = 2.0 ; in seconds
EnergyProduction = 0
VisionRange = 50.0 ; Shroud clearing distance
ShroudClearingRange = 50
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
VoiceSelect = NoSound
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD
Body = StructureBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = CreateObjectDie ModuleTag_04
CreationList = OCL_SmallStructureDebris
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_SmallStructureDeath
End
Geometry = BOX
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 9.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object PatriotBinaryDataStream
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXBinaryStream.tga
NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10
InnerBeamWidth = 4 ;The total width of beam
InnerColor = R:0 G:255 B:0 A:180 ;The inside color of the laser (hot)
Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling.
ScrollRate = -0.25 ;Scrolls the texture offset this fast -- towards(-) away(+)
Segments = 20 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
ArcHeight = 30.0 ;The height of the arc
SegmentOverlapRatio = 0.0000 ;This value overlaps(+) or separates(-) the segments by ratio
TilingScalar = 0.25 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)
End
KindOf = IMMOBILE
ClientUpdate = LaserUpdate ModuleTag_02
;nothing
End
; A patriot uses this stream as an event triggered thing, not something turned on and off with a state.
Behavior = DeletionUpdate ModuleTag_03
MinLifetime = 600 ; min lifetime in msec
MaxLifetime = 600 ; max lifetime in msec
End
End
;------------------------------------------------------------------------------
Object AmericaPatriotBattery
; *** ART Parameters ***
SelectPortrait = SAPatriot_L
ButtonImage = SAPatriot
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = ABPatriot
Turret = TURRET01
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponFireFXBone = TERTIARY WeaponA
End
AliasConditionState = NIGHT
ConditionState = DAMAGED
Model = ABPatriot_D
End
AliasConditionState = DAMAGED NIGHT
ConditionState = REALLYDAMAGED RUBBLE
Model = ABPatriot_E
End
AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
ConditionState = SNOW
Model = ABPatriot_S
End
AliasConditionState = SNOW NIGHT
ConditionState = DAMAGED SNOW
Model = ABPatriot_DS
End
AliasConditionState = SNOW NIGHT DAMAGED
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABPatriot_ES
End
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPatriot
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABPatriot_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABPatriot_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
Model = ABPatriot_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABPatriot_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
Model = ABPatriot_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPatriot_A4
Animation = ABPatriot_A4.ABPatriot_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPatriot_A4N
Animation = ABPatriot_A4N.ABPatriot_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPatriot_A4S
Animation = ABPatriot_A4S.ABPatriot_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPatriot_A4SN
Animation = ABPatriot_A4SN.ABPatriot_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPatriot_A4
Animation = ABPatriot_A4.ABPatriot_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPatriot_A4N
Animation = ABPatriot_A4N.ABPatriot_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPatriot_A4S
Animation = ABPatriot_A4S.ABPatriot_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPatriot_A4SN
Animation = ABPatriot_A4SN.ABPatriot_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPatriot_A4
Animation = ABPatriot_A4.ABPatriot_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABPatriot_A4N
Animation = ABPatriot_A4N.ABPatriot_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABPatriot_A4S
Animation = ABPatriot_A4S.ABPatriot_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABPatriot_A4SN
Animation = ABPatriot_A4SN.ABPatriot_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABPatriot_A6
Animation = ABPatriot_A6.ABPatriot_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABPatriot_A6N
Animation = ABPatriot_A6N.ABPatriot_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABPatriot_A6S
Animation = ABPatriot_A6S.ABPatriot_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABPatriot_A6SN
Animation = ABPatriot_A6SN.ABPatriot_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPatriot_A6
Animation = ABPatriot_A6.ABPatriot_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPatriot_A6N
Animation = ABPatriot_A6N.ABPatriot_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPatriot_A6S
Animation = ABPatriot_A6S.ABPatriot_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPatriot_A6SN
Animation = ABPatriot_A6SN.ABPatriot_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPatriot_A6
Animation = ABPatriot_A6.ABPatriot_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABPatriot_A6N
Animation = ABPatriot_A6N.ABPatriot_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABPatriot_A6S
Animation = ABPatriot_A6S.ABPatriot_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABPatriot_A6SN
Animation = ABPatriot_A6SN.ABPatriot_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:PatriotBattery
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaPowerPlant
End
BuildCost = 1000
BuildTime = 25.0 ; in seconds
EnergyProduction = -3
WeaponSet
Conditions = None
Weapon = PRIMARY PatriotMissileWeapon
Weapon = SECONDARY PatriotMissileAssistWeapon
Weapon = TERTIARY PatriotMissileWeaponAir
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
AutoChooseSources = SECONDARY NONE
AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY VEHICLE INFANTRY
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT
ShareWeaponReloadTime = Yes
End
VisionRange = 360.0 ; Shroud clearing distance AND targeting range
ShroudClearingRange = 360
ArmorSet
Conditions = None
Armor = BaseDefenseArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaPatriotBatteryCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level
;Behavior = AIUpdateInterface ModuleTag_20
; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
; MoodAttackCheckRate = 250
;End
; *** AUDIO Parameters ***
VoiceSelect = PatriotBatterySelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
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
Body = StructureBody ModuleTag_04
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = StealthDetectorUpdate ModuleTag_13
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = BaseRegenerateUpdate ModuleTag_05
;No data
End
Behavior = AIUpdateInterface ModuleTag_06
Turret
TurretTurnRate = 180 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = Yes
NaturalTurretPitch = 45
GroundUnitPitch = 40
MinPhysicalPitch = -20
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
MinIdleScanInterval = 250 ; in milliseconds
MaxIdleScanInterval = 250 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End
Behavior = AssistedTargetingUpdate ModuleTag_07
AssistingClipSize = 4 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon
AssistingWeaponSlot = SECONDARY ; And the weapon to use. Should have huge range and no natural clip.
LaserFromAssisted = PatriotBinaryDataStream ; Stream to draw from the requestor to me
LaserToTarget = PatriotBinaryDataStream ; Stream to draw from me to the target
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Behavior = CreateObjectDie ModuleTag_09
CreationList = OCL_AmericanRangerDebris03
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureTinyDeath
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End
Geometry = CYLINDER
GeometryMajorRadius = 12.0
GeometryMinorRadius = 1.0
GeometryHeight = 14.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini
;------------------------------------------------------------------------------
Object PatriotMissile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVRaptor_M
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:PatriotMissile
EditorSorting = VEHICLE
VisionRange = 300.0
ShroudClearingRange = 0
; *** ENGINEERING Parameters ***
KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_04
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_05
TryToFollowTarget = Yes
FuelLifetime = 10000
InitialVelocity = 50 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 5
DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target.
End
Locomotor = SET_NORMAL PatriotMissileLocomotor
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
;------------------------------------------------------------------------------
Object ChinaBunker
; *** ART Parameters ***
SelectPortrait = SNBunker_L
ButtonImage = SNBunker
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;day
ConditionState = NONE
Model = NBBunker
End
ConditionState = DAMAGED
Model = NBBunker_D
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBBunker_E
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = GARRISONED
Model = NBBunker_G
End
ConditionState = DAMAGED GARRISONED
Model = NBBunker_DG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE GARRISONED
Model = NBBunker_EG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = SNOW
Model = NBBunker_S
End
ConditionState = DAMAGED SNOW
Model = NBBunker_DS
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBBunker_ES
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = SNOW GARRISONED
Model = NBBunker_SG
End
ConditionState = DAMAGED SNOW GARRISONED
Model = NBBunker_DSG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED
Model = NBBunker_ESG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
;night
ConditionState = NIGHT
Model = NBBunker_N
End
ConditionState = DAMAGED NIGHT
Model = NBBunker_DN
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBBunker_EN
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
;night
ConditionState = NIGHT GARRISONED
Model = NBBunker_NG
End
ConditionState = DAMAGED NIGHT GARRISONED
Model = NBBunker_DNG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED
Model = NBBunker_ENG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
;night snow
ConditionState = NIGHT SNOW
Model = NBBunker_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = NBBunker_DNS
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBBunker_ENS
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
;night snow
ConditionState = NIGHT SNOW GARRISONED
Model = NBBunker_NSG
End
ConditionState = DAMAGED NIGHT SNOW GARRISONED
Model = NBBunker_DNSG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED
Model = NBBunker_ENSG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker
;Animation = NBBunker.NBBunker
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBBunker_D
;Animation = NBBunker_D.NBBunker_D
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBBunker_E
;Animation = NBBunker_E.NBBunker_E
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBBunker_N
;Animation = NBBunker_N.NBBunker_N
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBBunker_DN
;Animation = NBBunker_DN.NBBunker_DN
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBBunker_EN
;Animation = NBBunker_EN.NBBunker_EN
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBBunker_S
;Animation = NBBunker_S.NBBunker_S
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBBunker_DS
;Animation = NBBunker_DS.NBBunker_DS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBBunker_ES
;Animation = NBBunker_ES.NBBunker_ES
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBBunker_NS
;Animation = NBBunker_NS.NBBunker_NS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBBunker_DNS
;Animation = NBBunker_DNS.NBBunker_DNS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBBunker_ENS
; Animation = NBBunker_ENS.NBBunker_ENS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD GARRISONED
AliasConditionState = SOLD DAMAGED GARRISONED
AliasConditionState = SOLD REALLYDAMAGED GARRISONED
AliasConditionState = SOLD NIGHT GARRISONED
AliasConditionState = SOLD NIGHT DAMAGED GARRISONED
AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED
AliasConditionState = SOLD SNOW GARRISONED
AliasConditionState = SOLD SNOW DAMAGED GARRISONED
AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED
AliasConditionState = SOLD NIGHT SNOW GARRISONED
AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A4
Animation = NBBunker_A4.NBBunker_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A4N
Animation = NBBunker_A4N.NBBunker_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A4S
Animation = NBBunker_A4S.NBBunker_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A4SN
Animation = NBBunker_A4SN.NBBunker_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBBunker_A4
Animation = NBBunker_A4.NBBunker_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBBunker_A4N
Animation = NBBunker_A4N.NBBunker_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBBunker_A4S
Animation = NBBunker_A4S.NBBunker_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBBunker_A4SN
Animation = NBBunker_A4SN.NBBunker_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBBunker_A4
Animation = NBBunker_A4.NBBunker_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBBunker_A4N
Animation = NBBunker_A4N.NBBunker_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBBunker_A4S
Animation = NBBunker_A4S.NBBunker_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBBunker_A4SN
Animation = NBBunker_A4SN.NBBunker_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBBunker_A6
Animation = NBBunker_A6.NBBunker_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBBunker_A6N
Animation = NBBunker_A6N.NBBunker_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBBunker_A6S
Animation = NBBunker_A6S.NBBunker_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBBunker_A6SN
Animation = NBBunker_A6SN.NBBunker_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBBunker_A6
Animation = NBBunker_A6.NBBunker_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBBunker_A6N
Animation = NBBunker_A6N.NBBunker_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBBunker_A6S
Animation = NBBunker_A6S.NBBunker_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBBunker_A6SN
Animation = NBBunker_A6SN.NBBunker_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBBunker_A6
Animation = NBBunker_A6.NBBunker_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBBunker_A6N
Animation = NBBunker_A6N.NBBunker_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBBunker_A6S
Animation = NBBunker_A6S.NBBunker_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBBunker_A6SN
Animation = NBBunker_A6SN.NBBunker_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A5
Animation = NBBunker_A5.NBBunker_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A5N
Animation = NBBunker_A5N.NBBunker_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A5S
Animation = NBBunker_A5S.NBBunker_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A5SN
Animation = NBBunker_A5SN.NBBunker_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBBunker_AB
Animation = NBBunker_AB.NBBunker_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBBunker_ABN
Animation = NBBunker_ABN.NBBunker_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBBunker_ABS
Animation = NBBunker_ABS.NBBunker_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBBunker_ABSN
Animation = NBBunker_ABSN.NBBunker_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBBunker_AB
Animation = NBBunker_AB.NBBunker_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBBunker_ABN
Animation = NBBunker_ABN.NBBunker_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBBunker_ABS
Animation = NBBunker_ABS.NBBunker_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBBunker_ABSN
Animation = NBBunker_ABSN.NBBunker_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:Bunker
Side = China
EditorSorting = STRUCTURE
Prerequisites
Object = ChinaBarracks
End
BuildCost = 400
BuildTime = 5.0 ; in seconds
EnergyProduction = 0
VisionRange = 300.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = ChinaBunkerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = BunkerSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 1000.0
InitialHealth = 1000.0
End
; Behavior = FXListDie ModuleTag_07
; DeathFX = FX_SmallStructureDeath
; End
ExperienceValue = 20 20 20 20 ; Experience point value at each level
Behavior = GarrisonContain ModuleTag_08
ContainMax = 5
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
End
Behavior = GenerateMinefieldBehavior ModuleTag_09
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = ProductionUpdate ModuleTag_10
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = CreateObjectDie ModuleTag_13
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_14
DeathFX = FX_StructureSmallDeath
End
Behavior = DestroyDie ModuleTag_06
;nothing
End
Behavior = TransitionDamageFX ModuleTag_15
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 16.0
GeometryMinorRadius = 16.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object ChinaGattlingCannon
; *** ART Parameters ***
SelectPortrait = SNGatTower_L
ButtonImage = SNGatTower
UpgradeCameo1 = Upgrade_ChinaChainGuns
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;--------------------- IDLE --------------------------------------------------
;-------------------------------------------------------------------------------
; DAY
DefaultConditionState
Model = NBGattling
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
End
ConditionState = DAMAGED
Model = NBGattling_D
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
ParticleSysBone = SmokeM01 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBGattling_E
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
ParticleSysBone = Smoke01 SmokeFactionMedium
ParticleSysBone = Smoke02 SmokeFactionMedium
ParticleSysBone = Smoke03 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
ParticleSysBone = SparkM02 SparksMedium
End
; NIGHT ---------------------------------------------------------------
ConditionState = NIGHT
Model = NBGattling_N
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
End
ConditionState = DAMAGED NIGHT
Model = NBGattling_DN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
ParticleSysBone = SmokeM01 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBGattling_EN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
ParticleSysBone = Smoke01 SmokeFactionMedium
ParticleSysBone = Smoke02 SmokeFactionMedium
ParticleSysBone = Smoke03 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
ParticleSysBone = SparkM02 SparksMedium
End
;SNOW ---------------------------------------------------------------
ConditionState = SNOW
Model = NBGattling_S
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
End
ConditionState = DAMAGED SNOW
Model = NBGattling_DS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
ParticleSysBone = SmokeM01 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBGattling_ES
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
ParticleSysBone = Smoke01 SmokeFactionMedium
ParticleSysBone = Smoke02 SmokeFactionMedium
ParticleSysBone = Smoke03 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
ParticleSysBone = SparkM02 SparksMedium
End
; NIGHT SNOW ---------------------------------------------------------------
ConditionState = NIGHT SNOW
Model = NBGattling_NS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
End
ConditionState = DAMAGED NIGHT SNOW
Model = NBGattling_DNS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
ParticleSysBone = SmokeM01 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBGattling_ENS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
ParticleSysBone = Smoke01 SmokeFactionMedium
ParticleSysBone = Smoke02 SmokeFactionMedium
ParticleSysBone = Smoke03 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
ParticleSysBone = SparkM02 SparksMedium
End
;---------------- ATTACKING ----------------------------------
;-------------------------------------------------------------
; DAY
ConditionState = ATTACKING
Model = NBGattling
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
ConditionState = ATTACKING DAMAGED
Model = NBGattling_D
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
ConditionState = ATTACKING REALLYDAMAGED
Model = NBGattling_E
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
;NIGHT ---------------------------------------------------------------
ConditionState = ATTACKING NIGHT
Model = NBGattling_N
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
ConditionState = ATTACKING DAMAGED NIGHT
Model = NBGattling_DN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
ConditionState = ATTACKING REALLYDAMAGED NIGHT
Model = NBGattling_EN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
;SNOW ---------------------------------------------------------------
ConditionState = ATTACKING SNOW
Model = NBGattling_S
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
ConditionState = ATTACKING DAMAGED SNOW
Model = NBGattling_DS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
ConditionState = ATTACKING REALLYDAMAGED SNOW
Model = NBGattling_ES
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
;SNOW NIGHT ---------------------------------------------------------------
ConditionState = ATTACKING NIGHT SNOW
Model = NBGattling_NS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
ConditionState = ATTACKING DAMAGED SNOW NIGHT
Model = NBGattling_DNS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
ConditionState = ATTACKING REALLYDAMAGED NIGHT SNOW
Model = NBGattling_ENS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
;---------------- CONTINUOUS_FIRE_SLOW -----------------------
;-------------------------------------------------------------
; DAY
ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING
Model = NBGattling
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING
Model = NBGattling_D
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING
Model = NBGattling_E
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
;NIGHT ---------------------------------------------------------------
ConditionState = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING
Model = NBGattling_N
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING
Model = NBGattling_DN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING
Model = NBGattling_EN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
;SNOW ---------------------------------------------------------------
ConditionState = CONTINUOUS_FIRE_SLOW SNOW ATTACKING
Model = NBGattling_S
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING
Model = NBGattling_DS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING
Model = NBGattling_ES
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
;SNOW NIGHT ---------------------------------------------------------------
ConditionState = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING
Model = NBGattling_NS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING
Model = NBGattling_DNS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING
Model = NBGattling_ENS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
;------------- CONTINUOUS_FIRE_MEAN ------------------------
;-----------------------------------------------------------
;DAY
ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING
Model = NBGattling
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING
Model = NBGattling_D
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING
Model = NBGattling_E
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
;NIGHT ---------------------------------------------------------------
ConditionState = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING
Model = NBGattling_N
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING
Model = NBGattling_DN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING
Model = NBGattling_EN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
;SNOW ---------------------------------------------------------------
ConditionState = CONTINUOUS_FIRE_MEAN SNOW ATTACKING
Model = NBGattling_S
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING
Model = NBGattling_DS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING
Model = NBGattling_ES
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
;NIGHT SNOW ---------------------------------------------------------------
ConditionState = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING
Model = NBGattling_NS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING
Model = NBGattling_DNS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING
Model = NBGattling_ENS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
;------------- CONTINUOUS_FIRE_FAST ------------------------
;DAY
ConditionState = CONTINUOUS_FIRE_FAST ATTACKING
Model = NBGattling
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
ConditionState = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING
Model = NBGattling_D
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING
Model = NBGattling_E
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
;NIGHT ---------------------------------------------------------------
ConditionState = CONTINUOUS_FIRE_FAST NIGHT ATTACKING
Model = NBGattling_N
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
ConditionState = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING
Model = NBGattling_DN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING
Model = NBGattling_EN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
;SNOW ---------------------------------------------------------------
ConditionState = CONTINUOUS_FIRE_FAST SNOW ATTACKING
Model = NBGattling_S
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING
Model = NBGattling_NS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING
Model = NBGattling_ES
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
End
;NIGHT SNOW ---------------------------------------------------------------
ConditionState = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING
Model = NBGattling_NS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING
Model = NBGattling_DNS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING
Model = NBGattling_ENS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBGattling
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBGattling_D
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBGattling_E
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBGattling_N
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBGattling_DN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBGattling_EN
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBGattling_S
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBGattling_DS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBGattling_ES
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBGattling_NS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBGattling_DNS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBGattling_ENS
Animation = NBGattling_A2.NBGattling_A2
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBGattling_A4
Animation = NBGattling_A4.NBGattling_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBGattling_A4N
Animation = NBGattling_A4N.NBGattling_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBGattling_A4S
Animation = NBGattling_A4S.NBGattling_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBGattling_A4SN
Animation = NBGattling_A4SN.NBGattling_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBGattling_A4
Animation = NBGattling_A4.NBGattling_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBGattling_A4N
Animation = NBGattling_A4N.NBGattling_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBGattling_A4S
Animation = NBGattling_A4S.NBGattling_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBGattling_A4SN
Animation = NBGattling_A4SN.NBGattling_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBGattling_A4
Animation = NBGattling_A4.NBGattling_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBGattling_A4N
Animation = NBGattling_A4N.NBGattling_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBGattling_A4S
Animation = NBGattling_A4S.NBGattling_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBGattling_A4SN
Animation = NBGattling_A4SN.NBGattling_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBGattling_A6
Animation = NBGattling_A6.NBGattling_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBGattling_A6N
Animation = NBGattling_A6N.NBGattling_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBGattling_A6S
Animation = NBGattling_A6S.NBGattling_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBGattling_A6SN
Animation = NBGattling_A6SN.NBGattling_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBGattling_A6
Animation = NBGattling_A6.NBGattling_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBGattling_A6N
Animation = NBGattling_A6N.NBGattling_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBGattling_A6S
Animation = NBGattling_A6S.NBGattling_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBGattling_A6SN
Animation = NBGattling_A6SN.NBGattling_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBGattling_A6
Animation = NBGattling_A6.NBGattling_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBGattling_A6N
Animation = NBGattling_A6N.NBGattling_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBGattling_A6S
Animation = NBGattling_A6S.NBGattling_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBGattling_A6SN
Animation = NBGattling_A6SN.NBGattling_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:GattlingCannon
Side = China
EditorSorting = STRUCTURE
Prerequisites
Object = ChinaPowerPlant
End
BuildCost = 1200
BuildTime = 25.0 ; in seconds
EnergyProduction = -3
ExperienceValue = 200 200 200 200 ; Experience point value at each level
WeaponSet
Conditions = None
Weapon = PRIMARY GattlingBuildingGun
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
Weapon = SECONDARY GattlingBuildingGunAir
AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
End
VisionRange = 360.0 ; Shroud clearing distance AND targeting range
ShroudClearingRange = 360
ArmorSet
Conditions = None
Armor = BaseDefenseArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = ChinaGattlingCannonCommandSet
;Behavior = AIUpdateInterface ModuleTag_20
; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
; MoodAttackCheckRate = 250
;End
; *** AUDIO Parameters ***
VoiceSelect = GattlingCannonSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
VoiceRapidFire = NoSound
End
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = StealthDetectorUpdate ModuleTag_13
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = GenerateMinefieldBehavior ModuleTag_04
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = AIUpdateInterface ModuleTag_06
Turret
ControlledWeaponSlots = PRIMARY SECONDARY
TurretTurnRate = 180 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky
MinIdleScanInterval = 250 ; in milliseconds
MaxIdleScanInterval = 250 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End
Behavior = ProductionUpdate ModuleTag_07
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureTinyDeath
End
Behavior = ProductionUpdate ModuleTag_10
; nothing
End
Behavior = CreateObjectDie ModuleTag_11
CreationList = OCL_LargeStructureDebris
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End
Behavior = WeaponBonusUpgrade ModuleTag_15
TriggeredBy = Upgrade_ChinaChainGuns
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object GLABurningBarrier
; *** ART Parameters ***
SelectPortrait = SUBarricade_L
ButtonImage = SUBarricade
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = UBBurnBarr
End
ConditionState = ENEMYNEAR
Model = UBBurnBarr
ParticleSysBone = Fire01 FireBurningBarricade01
ParticleSysBone = Fire02 FireBurningBarricade01
ParticleSysBone = Fire03 FireBurningBarricade01
ParticleSysBone = Fire04 FireBurningBarricade01
ParticleSysBone = Smoke01 SmokeBurningBarricade01
ParticleSysBone = Smoke02 SmokeBurningBarricade01
ParticleSysBone = Smoke03 SmokeBurningBarricade01
ParticleSysBone = Smoke04 SmokeBurningBarricade01
End
ConditionState = DAMAGED
Model = UBBurnBarr_D
End
ConditionState = DAMAGED ENEMYNEAR
Model = UBBurnBarr_D
ParticleSysBone = Fire01 FireBurningBarricade01
ParticleSysBone = Fire02 FireBurningBarricade01
ParticleSysBone = Fire03 FireBurningBarricade01
ParticleSysBone = Fire04 FireBurningBarricade01
ParticleSysBone = Fire05 FireBurningBarricade01
ParticleSysBone = Fire06 FireBurningBarricade01
ParticleSysBone = Fire07 FireBurningBarricade01
ParticleSysBone = Smoke01 SmokeBurningBarricade01
ParticleSysBone = Smoke02 SmokeBurningBarricade01
ParticleSysBone = Smoke03 SmokeBurningBarricade01
ParticleSysBone = Smoke04 SmokeBurningBarricade01
ParticleSysBone = Smoke05 SmokeBurningBarricade01
ParticleSysBone = Smoke06 SmokeBurningBarricade01
ParticleSysBone = Smoke07 SmokeBurningBarricade01
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBBurnBarr_E
End
ConditionState = REALLYDAMAGED RUBBLE ENEMYNEAR
Model = UBBurnBarr_E
ParticleSysBone = Fire01 FireBurningBarricade01
ParticleSysBone = Fire02 FireBurningBarricade01
ParticleSysBone = Fire03 FireBurningBarricade01
ParticleSysBone = Fire04 FireBurningBarricade01
ParticleSysBone = Fire05 FireBurningBarricade01
ParticleSysBone = Fire06 FireBurningBarricade01
ParticleSysBone = Fire07 FireBurningBarricade01
ParticleSysBone = Smoke01 SmokeBurningBarricade01
ParticleSysBone = Smoke02 SmokeBurningBarricade01
ParticleSysBone = Smoke03 SmokeBurningBarricade01
ParticleSysBone = Smoke04 SmokeBurningBarricade01
ParticleSysBone = Smoke05 SmokeBurningBarricade01
ParticleSysBone = Smoke06 SmokeBurningBarricade01
ParticleSysBone = Smoke07 SmokeBurningBarricade01
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:BurningBarricade
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLABarracks
End
BuildCost = 50
BuildTime = 2.0 ; in seconds
VisionRange = 50.0 ; Shroud clearing distance
ShroudClearingRange = 50
ArmorSet
Conditions = None
Armor = WallArmor
DamageFX = StructureDamageFXNoShake
End
FenceWidth = 40 ; Spacing used by the fence tool in worldbuilder.
FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = NoSound
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
Body = StructureBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = EnemyNearUpdate ModuleTag_03
;nothing
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Behavior = CreateObjectDie ModuleTag_05
CreationList = OCL_SmallStructureDebris
End
Behavior = FXListDie ModuleTag_06
DeathFX = FX_SmallStructureDeath
End
Geometry = BOX
GeometryMajorRadius = 21.0
GeometryMinorRadius = 7.0
GeometryHeight = 4.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object AmericaCheckpoint
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = PMChkPnt02
End
ConditionState = DOOR_1_OPENING
; Model = NBPTower_E ;PLACE HOLDER
; Animation = NBPTower_E.NBPTower_E ;PLACE HOLDER
Model = PMChkPnt02 ;REAL THING
Animation = PMChkPnt02.PMChkPnt02 ;REAL THING
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = PMChkPnt02
Animation = PMChkPnt02.PMChkPnt02
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Checkpoint
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaCommandCenter
Object = AmericaBarracks
Object = AmericaPowerPlant
End
BuildCost = 100
BuildTime = 5.0 ; in seconds
VisionRange = 100.0 ; Shroud clearing distance
ShroudClearingRange = 100
ArmorSet
Conditions = None
Armor = WallArmor
DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
VoiceSelect = NoSound
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE
Body = StructureBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = CheckpointUpdate ModuleTag_03
;nothing
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Behavior = CreateObjectDie ModuleTag_05
CreationList = OCL_SmallStructureDebris
End
Behavior = FXListDie ModuleTag_06
DeathFX = FX_SmallStructureDeath
End
Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = BOX
GeometryMajorRadius = 3.0
GeometryMinorRadius = 26.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------------------------------
Object GLAStingerSiteNoHole
; *** ART Parameters ***
SelectPortrait = SUStinger_L
ButtonImage = SUStinger
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day ************************************
ConditionState = NONE
Model = UBStingerS
End
ConditionState = DAMAGED
Model = UBStingerS_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBStingerS_E
End
ConditionState = AWAITING_CONSTRUCTION
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
; day snow ************************************
ConditionState = SNOW
Model = UBStingerS_S
End
ConditionState = DAMAGED SNOW
Model = UBStingerS_DS
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBStingerS_ES
End
ConditionState = AWAITING_CONSTRUCTION SNOW
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBStingerS_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
; night **********************************
ConditionState = NIGHT
Model = UBStingerS_N
End
ConditionState = DAMAGED NIGHT
Model = UBStingerS_DN
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBStingerS_EN
End
ConditionState = AWAITING_CONSTRUCTION NIGHT
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBStingerS_N
Animation = None
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
; night snow **********************************
ConditionState = NIGHT SNOW
Model = UBStingerS_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBStingerS_DNS
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UBStingerS_ENS
End
ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBStingerS_NS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = SOLD
Model = None
End
ConditionState = SOLD SNOW
Model = NONE
End
ConditionState = SOLD NIGHT
Model = NONE
End
ConditionState = SOLD NIGHT SNOW
Model = NONE
End
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:StingerSite
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLABarracks
End
BuildCost = 900
BuildTime = 25.0 ; in seconds
EnergyProduction = 0
VisionRange = 600.0 ; Shroud clearing distance
ShroudClearingRange = 400
ArmorSet
Conditions = None
Armor = StingerSiteArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = GLAStingerSiteCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = StingerSiteSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS MP_COUNT_FOR_VICTORY SCORE_CREATE
Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior!
MaxHealth = 1000.0
InitialHealth = 1000.0
;**Careful with these damage types -- because area damage types will already
;**damage slaves.
PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +FLESHY_SNIPER +POISON +RADIATION
SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +FLESHY_SNIPER ; Take no damage if noone to pass this to
End
Behavior = SpawnPointProductionExitUpdate ModuleTag_05
SpawnPointBoneName = SpawnPoint
End
Behavior = SpawnBehavior ModuleTag_06
SpawnNumber = 3
SpawnReplaceDelay = 30000 ;msec
SpawnTemplateName = GLAInfantryStingerSoldier
CanReclaimOrphans = No
SpawnedRequireSpawner = Yes
End
Behavior = DestroyDie ModuleTag_09
;<NO DATA>
End
Behavior = CreateObjectDie ModuleTag_10
CreationList = OCL_ABStingerSiteDebris
End
Behavior = FXListDie ModuleTag_11
DeathFX = FX_StructureSmallDeath
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
DeathWeapon = StingerSiteDeathConcussion
StartsActive = Yes
End
Behavior = FlammableUpdate ModuleTag_15
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_16
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = CYLINDER
GeometryMajorRadius = 36.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;
; Operation: Thunder Storm
; FactionBuilding.ini
;
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object AmericaAirfield
; *** ART Parameters ***
SelectPortrait = SAACommand_L
ButtonImage = SAACommand
Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Parking2
ExtraPublicBone = Runway2Parking1
ExtraPublicBone = Runway2Parking2
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Park2Han
ExtraPublicBone = Runway2Park1Han
ExtraPublicBone = Runway2Park2Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = Runway1Prep2
ExtraPublicBone = Runway2Prep1
ExtraPublicBone = Runway2Prep2
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayStart2
ExtraPublicBone = RunwayEnd1
ExtraPublicBone = RunwayEnd2
ExtraPublicBone = HeliPark01
OkToChangeModelColor = Yes
; day ********************************************
DefaultConditionState
Model = ABArFrcCmd
Animation = ABArFrcCmd.ABArFrcCmd
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ABArFrcCmd_D
Animation = ABArFrcCmd_D.ABArFrcCmd_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABArFrcCmd_E
Animation = ABArFrcCmd_E.ABArFrcCmd_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmokeFactionLarge
ParticleSysBone = Smoke06 SmokeFactionLarge
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 FireFactionLarge
ParticleSysBone = Spark01 SparksLarge
End
ConditionState = SNOW
Model = ABArFrcCmd_S
Animation = ABArFrcCmd_S.ABArFrcCmd_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ABArFrcCmd_DS
Animation = ABArFrcCmd_DS.ABArFrcCmd_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABArFrcCmd_ES
Animation = ABArFrcCmd_ES.ABArFrcCmd_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmokeFactionLarge
ParticleSysBone = Smoke06 SmokeFactionLarge
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 FireFactionLarge
ParticleSysBone = Spark01 SparksLarge
End
; night ******************************************
ConditionState = NIGHT
Model = ABArFrcCmd_N
Animation = ABArFrcCmd_N.ABArFrcCmd_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ABArFrcCmd_ND
Animation = ABArFrcCmd_ND.ABArFrcCmd_ND
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABArFrcCmd_NE
Animation = ABArFrcCmd_NE.ABArFrcCmd_NE
AnimationMode = LOOP
End
ConditionState = NIGHT SNOW
Model = ABArFrcCmd_NS
Animation = ABArFrcCmd_NS.ABArFrcCmd_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = ABArFrcCmd_NDS
Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABArFrcCmd_NES
Animation = ABArFrcCmd_NES.ABArFrcCmd_NES
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd
Animation = ABArFrcCmd.ABArFrcCmd
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABArFrcCmd_D
Animation = ABArFrcCmd_D.ABArFrcCmd_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABArFrcCmd_E
Animation = ABArFrcCmd_E.ABArFrcCmd_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABArFrcCmd_N
Animation = ABArFrcCmd_N.ABArFrcCmd_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABArFrcCmd_ND
Animation = ABArFrcCmd_ND.ABArFrcCmd_ND
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABArFrcCmd_NE
Animation = ABArFrcCmd_NE.ABArFrcCmd_NE
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABArFrcCmd_S
Animation = ABArFrcCmd_S.ABArFrcCmd_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABArFrcCmd_DS
Animation = ABArFrcCmd_DS.ABArFrcCmd_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABArFrcCmd_ES
Animation = ABArFrcCmd_ES.ABArFrcCmd_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABArFrcCmd_NS
Animation = ABArFrcCmd_NS.ABArFrcCmd_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABArFrcCmd_NDS
Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABArFrcCmd_NES
Animation = ABArFrcCmd_NES.ABArFrcCmd_NES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ blinky production lights -----------------
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = None
End
ConditionState = ACTIVELY_CONSTRUCTING
Model = ABArFrcCmd_A9
Animation = ABArFrcCmd_A9.ABArFrcCmd_A9
AnimationMode = LOOP
End
End
; ----------------- door #1 -------------------
Draw = W3DModelDraw ModuleTag_03
ConditionState = NONE
Model = ABArFrcCmd_A7
Animation = ABArFrcCmd_A7.ABArFrcCmd_A7
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_OPENING
Model = ABArFrcCmd_A7
Animation = ABArFrcCmd_A7.ABArFrcCmd_A7
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DOOR_1_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
ConditionState = DOOR_1_CLOSING
Model = ABArFrcCmd_A7
Animation = ABArFrcCmd_A7.ABArFrcCmd_A7
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING
AliasConditionState = SNOW DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
ConditionState = DOOR_1_WAITING_OPEN
Model = ABArFrcCmd_A7
Animation = ABArFrcCmd_A7.ABArFrcCmd_A7
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABArFrcCmd_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABArFrcCmd_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ----------------- door #2 -------------------
Draw = W3DModelDraw ModuleTag_04
DefaultConditionState
Model = ABArFrcCmd_A8
Animation = ABArFrcCmd_A8.ABArFrcCmd_A8
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_2_OPENING
Model = ABArFrcCmd_A8
Animation = ABArFrcCmd_A8.ABArFrcCmd_A8
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_2_OPENING
AliasConditionState = SNOW DOOR_2_OPENING
AliasConditionState = NIGHT SNOW DOOR_2_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING
AliasConditionState = SNOW DAMAGED DOOR_2_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
ConditionState = DOOR_2_CLOSING
Model = ABArFrcCmd_A8
Animation = ABArFrcCmd_A8.ABArFrcCmd_A8
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_2_CLOSING
AliasConditionState = SNOW DOOR_2_CLOSING
AliasConditionState = NIGHT SNOW DOOR_2_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
ConditionState = DOOR_2_WAITING_OPEN
Model = ABArFrcCmd_A8
Animation = ABArFrcCmd_A8.ABArFrcCmd_A8
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_2_WAITING_OPEN
AliasConditionState = SNOW DOOR_2_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN
AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABArFrcCmd_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABArFrcCmd_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ----------------- door #3 -------------------
Draw = W3DModelDraw ModuleTag_05
DefaultConditionState
Model = ABArFrcCmd_A2
Animation = ABArFrcCmd_A2.ABArFrcCmd_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_3_OPENING
Model = ABArFrcCmd_A2
Animation = ABArFrcCmd_A2.ABArFrcCmd_A2
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_3_OPENING
AliasConditionState = SNOW DOOR_3_OPENING
AliasConditionState = NIGHT SNOW DOOR_3_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
ConditionState = DOOR_3_CLOSING
Model = ABArFrcCmd_A2
Animation = ABArFrcCmd_A2.ABArFrcCmd_A2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_3_CLOSING
AliasConditionState = SNOW DOOR_3_CLOSING
AliasConditionState = NIGHT SNOW DOOR_3_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
ConditionState = DOOR_3_WAITING_OPEN
Model = ABArFrcCmd_A2
Animation = ABArFrcCmd_A2.ABArFrcCmd_A2
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_3_WAITING_OPEN
AliasConditionState = SNOW DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A2
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABArFrcCmd_A2
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABArFrcCmd_A2
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ----------------- door #4 -------------------
Draw = W3DModelDraw ModuleTag_06
DefaultConditionState
Model = ABArFrcCmd_A3
Animation = ABArFrcCmd_A3.ABArFrcCmd_A3
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_4_OPENING
Model = ABArFrcCmd_A3
Animation = ABArFrcCmd_A3.ABArFrcCmd_A3
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_4_OPENING
AliasConditionState = SNOW DOOR_4_OPENING
AliasConditionState = NIGHT SNOW DOOR_4_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING
AliasConditionState = SNOW DAMAGED DOOR_4_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
ConditionState = DOOR_4_CLOSING
Model = ABArFrcCmd_A3
Animation = ABArFrcCmd_A3.ABArFrcCmd_A3
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_4_CLOSING
AliasConditionState = SNOW DOOR_4_CLOSING
AliasConditionState = NIGHT SNOW DOOR_4_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
ConditionState = DOOR_4_WAITING_OPEN
Model = ABArFrcCmd_A3
Animation = ABArFrcCmd_A3.ABArFrcCmd_A3
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_4_WAITING_OPEN
AliasConditionState = SNOW DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A3
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABArFrcCmd_A3
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABArFrcCmd_A3
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_07
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A4
Animation = ABArFrcCmd_A4.ABArFrcCmd_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A4N
Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A4S
Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A4SN
; @todo srj -- missing
Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABArFrcCmd_A4
Animation = ABArFrcCmd_A4.ABArFrcCmd_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABArFrcCmd_A4N
Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABArFrcCmd_A4S
Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABArFrcCmd_A4SN
; @todo srj -- missing
Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABArFrcCmd_A4
Animation = ABArFrcCmd_A4.ABArFrcCmd_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABArFrcCmd_A4N
Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABArFrcCmd_A4S
Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABArFrcCmd_A4SN
; @todo srj -- missing
Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_08
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABArFrcCmd_A6
Animation = ABArFrcCmd_A6.ABArFrcCmd_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABArFrcCmd_A6N
Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABArFrcCmd_A6S
Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABArFrcCmd_A6SN
; @todo srj -- missing
Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABArFrcCmd_A6
Animation = ABArFrcCmd_A6.ABArFrcCmd_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABArFrcCmd_A6N
Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABArFrcCmd_A6S
Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABArFrcCmd_A6SN
; @todo srj -- missing
Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABArFrcCmd_A6
Animation = ABArFrcCmd_A6.ABArFrcCmd_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABArFrcCmd_A6N
Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABArFrcCmd_A6S
Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABArFrcCmd_A6SN
; @todo srj -- missing
Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_09
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A5
Animation = ABArFrcCmd_A5.ABArFrcCmd_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A5N
Animation = ABArFrcCmd_A5N.ABArFrcCmd_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A5S
Animation = ABArFrcCmd_A5S.ABArFrcCmd_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A5SN
Animation = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABArFrcCmd_AB
Animation = ABArFrcCmd_AB.ABArFrcCmd_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABArFrcCmd_ABN
Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABArFrcCmd_ABS
; @todo srj -- not found
Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABArFrcCmd_ABSN
Animation = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABArFrcCmd_AB
Animation = ABArFrcCmd_AB.ABArFrcCmd_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABArFrcCmd_ABN
Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABArFrcCmd_ABS
; @todo srj -- not found
Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABArFrcCmd_ABS
Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:Airfield
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaSupplyCenter
End
BuildCost = 1000
BuildTime = 30.0 ; in seconds
EnergyProduction = -1
CommandSet = AmericaAirfieldCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 150 150 150 150 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = AirfieldUSASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT
Body = StructureBody ModuleTag_10
MaxHealth = 1500.0
InitialHealth = 1500.0
End
Behavior = OCLSpecialPower ModuleTag_23
SpecialPowerTemplate = SpecialPowerRaptorAttack
OCL = SUPERWEAPON_RaptorAttack
End
Behavior = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 10
NumRows = 2
NumCols = 2
HasRunways = Yes
ApproachHeight = 50
End
Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 4
DoorOpeningTime = 2000 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 2000 ;in mSeconds
ConstructionCompleteDuration = 1000 ;in mSeconds
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End
Behavior = DestroyDie ModuleTag_14
;nothing
End
Behavior = CreateObjectDie ModuleTag_15
CreationList = OCL_ABPowerPlantExplode
End
Behavior = CreateObjectDie ModuleTag_16
CreationList = OCL_AmericanRangerDebris02
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_17
DeathFX = FX_StructureMediumDeath
End
Behavior = FlammableUpdate ModuleTag_19
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 112.0
GeometryMinorRadius = 74.0
GeometryHeight = 25.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object ChinaAirfield
; *** ART Parameters ***
SelectPortrait = SNAirfield_L
ButtonImage = SNAirfield
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Parking2
ExtraPublicBone = Runway2Parking1
ExtraPublicBone = Runway2Parking2
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Park2Han
ExtraPublicBone = Runway2Park1Han
ExtraPublicBone = Runway2Park2Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = Runway1Prep2
ExtraPublicBone = Runway2Prep1
ExtraPublicBone = Runway2Prep2
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayStart2
ExtraPublicBone = RunwayEnd1
ExtraPublicBone = RunwayEnd2
; ------------- DAY ------------------
DefaultConditionState
Model = NBAirfield
Animation = NBAirfield.NBAirfield
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = NBAirfield_D
Animation = NBAirfield_D.NBAirfield_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBAirfield_E
Animation = NBAirfield_E.NBAirfield_E
AnimationMode = LOOP
End
; ------------- SNOW ------------------
ConditionState = SNOW
Model = NBAirfield_S
Animation = NBAirfield_S.NBAirfield_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = NBAirfield_DS
Animation = NBAirfield_DS.NBAirfield_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBAirfield_ES
Animation = NBAirfield_ES.NBAirfield_ES
AnimationMode = LOOP
End
; ------------- NIGHT ------------------
ConditionState = NIGHT
Model = NBAirfield_N
Animation = NBAirfield_N.NBAirfield_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = NBAirfield_DN
Animation = NBAirfield_DN.NBAirfield_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBAirfield_EN
Animation = NBAirfield_EN.NBAirfield_EN
AnimationMode = LOOP
End
; ------------- NIGHT SNOW------------------
ConditionState = NIGHT SNOW
Model = NBAirfield_NS
Animation = NBAirfield_NS.NBAirfield_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = NBAirfield_DNS
Animation = NBAirfield_DNS.NBAirfield_DNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBAirfield_ENS
Animation = NBAirfield_ENS.NBAirfield_ENS
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield
Animation = NBAirfield.NBAirfield
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBAirfield_D
Animation = NBAirfield_D.NBAirfield_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBAirfield_E
Animation = NBAirfield_E.NBAirfield_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBAirfield_N
Animation = NBAirfield_N.NBAirfield_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBAirfield_DN
Animation = NBAirfield_DN.NBAirfield_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBAirfield_EN
Animation = NBAirfield_EN.NBAirfield_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBAirfield_S
Animation = NBAirfield_S.NBAirfield_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBAirfield_DS
Animation = NBAirfield_DS.NBAirfield_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBAirfield_ES
Animation = NBAirfield_ES.NBAirfield_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBAirfield_NS
Animation = NBAirfield_NS.NBAirfield_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBAirfield_DNS
Animation = NBAirfield_DNS.NBAirfield_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBAirfield_ENS
Animation = NBAirfield_ENS.NBAirfield_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = None
End
End
; ----------------- door #1 -------------------
Draw = W3DModelDraw ModuleTag_03
DefaultConditionState
Model = NBAirfield_A9
Animation = NBAirfield_A9.NBAirfield_A9
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = SNOW NIGHT
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = SNOW NIGHT DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_OPENING
Model = NBAirfield_A9
Animation = NBAirfield_A9.NBAirfield_A9
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = SNOW NIGHT DOOR_1_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
ConditionState = DOOR_1_CLOSING
Model = NBAirfield_A9
Animation = NBAirfield_A9.NBAirfield_A9
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING
AliasConditionState = SNOW DOOR_1_CLOSING
AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
ConditionState = DOOR_1_WAITING_OPEN
Model = NBAirfield_A9
Animation = NBAirfield_A9.NBAirfield_A9
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DOOR_1_WAITING_OPEN
AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A9
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBAirfield_A9
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBAirfield_A9
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ----------------- door #2 -------------------
; this one has no door #2... (srj)
; Draw = W3DModelDraw
; DefaultConditionState
; Model = NBAirfield_A10
; Animation = NBAirfield_A10.NBAirfield_A10
; AnimationMode = MANUAL
; Flags = START_FRAME_FIRST
; End
; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
; Model = NBAirfield_A10
; Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; End
; ConditionState = DOOR_2_OPENING
; Model = NBAirfield_A10
; Animation = NBAirfield_A10.NBAirfield_A10
; AnimationMode = ONCE
; Flags = START_FRAME_FIRST
; End
; ConditionState = DOOR_2_CLOSING
; Model = NBAirfield_A10
; Animation = NBAirfield_A10.NBAirfield_A10
; AnimationMode = ONCE_BACKWARDS
; Flags = START_FRAME_LAST
; End
; ConditionState = DOOR_2_WAITING_OPEN
; Model = NBAirfield_A10
; Animation = NBAirfield_A10.NBAirfield_A10
; AnimationMode = MANUAL
; Flags = START_FRAME_LAST
; End
; End
; ----------------- door #3 -------------------
Draw = W3DModelDraw ModuleTag_04
DefaultConditionState
Model = NBAirfield_A10
Animation = NBAirfield_A10.NBAirfield_A10
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = SNOW NIGHT
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = SNOW NIGHT DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
ConditionState = DOOR_3_OPENING
Model = NBAirfield_A10
Animation = NBAirfield_A10.NBAirfield_A10
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_3_OPENING
AliasConditionState = SNOW DOOR_3_OPENING
AliasConditionState = SNOW NIGHT DOOR_3_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
ConditionState = DOOR_3_CLOSING
Model = NBAirfield_A10
Animation = NBAirfield_A10.NBAirfield_A10
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_3_CLOSING
AliasConditionState = SNOW DOOR_3_CLOSING
AliasConditionState = SNOW NIGHT DOOR_3_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
ConditionState = DOOR_3_WAITING_OPEN
Model = NBAirfield_A10
Animation = NBAirfield_A10.NBAirfield_A10
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_3_WAITING_OPEN
AliasConditionState = SNOW DOOR_3_WAITING_OPEN
AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN
AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A10
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBAirfield_A10
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBAirfield_A10
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ----------------- door #4 -------------------
Draw = W3DModelDraw ModuleTag_05
DefaultConditionState
Model = NBAirfield_A8
Animation = NBAirfield_A8.NBAirfield_A8
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = SNOW NIGHT
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = SNOW NIGHT DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
ConditionState = DOOR_4_OPENING
Model = NBAirfield_A8
Animation = NBAirfield_A8.NBAirfield_A8
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_4_OPENING
AliasConditionState = SNOW DOOR_4_OPENING
AliasConditionState = SNOW NIGHT DOOR_4_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING
AliasConditionState = SNOW DAMAGED DOOR_4_OPENING
AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
ConditionState = DOOR_4_CLOSING
Model = NBAirfield_A8
Animation = NBAirfield_A8.NBAirfield_A8
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_4_CLOSING
AliasConditionState = SNOW DOOR_4_CLOSING
AliasConditionState = SNOW NIGHT DOOR_4_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING
AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
ConditionState = DOOR_4_WAITING_OPEN
Model = NBAirfield_A8
Animation = NBAirfield_A8.NBAirfield_A8
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_4_WAITING_OPEN
AliasConditionState = SNOW DOOR_4_WAITING_OPEN
AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN
AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBAirfield_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBAirfield_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_06
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A4
Animation = NBAirfield_A4.NBAirfield_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A4N
Animation = NBAirfield_A4N.NBAirfield_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A4S
Animation = NBAirfield_A4S.NBAirfield_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A4SN
Animation = NBAirfield_A4SN.NBAirfield_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBAirfield_A4
Animation = NBAirfield_A4.NBAirfield_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBAirfield_A4N
Animation = NBAirfield_A4N.NBAirfield_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBAirfield_A4S
Animation = NBAirfield_A4S.NBAirfield_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBAirfield_A4SN
Animation = NBAirfield_A4SN.NBAirfield_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBAirfield_A4
Animation = NBAirfield_A4.NBAirfield_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBAirfield_A4N
Animation = NBAirfield_A4N.NBAirfield_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBAirfield_A4S
Animation = NBAirfield_A4S.NBAirfield_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBAirfield_A4SN
Animation = NBAirfield_A4SN.NBAirfield_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_07
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBAirfield_A6
Animation = NBAirfield_A6.NBAirfield_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBAirfield_A6N
Animation = NBAirfield_A6N.NBAirfield_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBAirfield_A6S
Animation = NBAirfield_A6S.NBAirfield_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBAirfield_A6SN
Animation = NBAirfield_A6SN.NBAirfield_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBAirfield_A6
Animation = NBAirfield_A6.NBAirfield_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBAirfield_A6N
Animation = NBAirfield_A6N.NBAirfield_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBAirfield_A6S
Animation = NBAirfield_A6S.NBAirfield_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBAirfield_A6SN
Animation = NBAirfield_A6SN.NBAirfield_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBAirfield_A6
Animation = NBAirfield_A6.NBAirfield_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBAirfield_A6N
Animation = NBAirfield_A6N.NBAirfield_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBAirfield_A6S
Animation = NBAirfield_A6S.NBAirfield_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBAirfield_A6SN
Animation = NBAirfield_A6SN.NBAirfield_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_08
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A5
Animation = NBAirfield_A5.NBAirfield_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A5N
Animation = NBAirfield_A5N.NBAirfield_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A5S
Animation = NBAirfield_A5S.NBAirfield_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBAirfield_A5SN
Animation = NBAirfield_A5SN.NBAirfield_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBAirfield_AB
Animation = NBAirfield_AB.NBAirfield_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBAirfield_ABN
Animation = NBAirfield_ABN.NBAirfield_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBAirfield_ABS
Animation = NBAirfield_ABS.NBAirfield_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBAirfield_ABSN
Animation = NBAirfield_ABSN.NBAirfield_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBAirfield_AB
Animation = NBAirfield_AB.NBAirfield_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBAirfield_ABN
Animation = NBAirfield_ABN.NBAirfield_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBAirfield_ABS
Animation = NBAirfield_ABS.NBAirfield_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBAirfield_ABSN
Animation = NBAirfield_ABSN.NBAirfield_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:Airfield
Side = China
EditorSorting = STRUCTURE
Prerequisites
Object = ChinaSupplyCenter
End
BuildCost = 1000
BuildTime = 30.0 ; in seconds
EnergyProduction = -1
CommandSet = ChinaAirfieldCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 150 150 150 150 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = AirfieldChinaSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY
Body = StructureBody ModuleTag_09
MaxHealth = 1500.0
InitialHealth = 1500.0
End
Behavior = ParkingPlaceBehavior ModuleTag_10
HealAmountPerSecond = 10
NumRows = 2
NumCols = 2
HasRunways = Yes
ApproachHeight = 50
ParkInHangars = Yes
End
Behavior = ProductionUpdate ModuleTag_11
NumDoorAnimations = 4
DoorOpeningTime = 2000 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 2000 ;in mSeconds
ConstructionCompleteDuration = 1000 ;in mSeconds
End
Behavior = DestroyDie ModuleTag_12
;nothing
End
Behavior = CreateObjectDie ModuleTag_13
CreationList = OCL_ABPowerPlantExplode
End
Behavior = FXListDie ModuleTag_14
DeathFX = FX_StructureMediumDeath
End
Behavior = GenerateMinefieldBehavior ModuleTag_15
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = FlammableUpdate ModuleTag_17
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_18
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Behavior = OCLSpecialPower ModuleTag_23
SpecialPowerTemplate = SPECIALWEAPON_NapalmBombs
OCL = SPECIALWEAPON_NapalmBombs
End
Geometry = BOX
GeometryMajorRadius = 83.0
GeometryMinorRadius = 76.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object GLABlackMarket
; *** ART Parameters ***
SelectPortrait = SUBlackMarket_L
ButtonImage = SUBlackMarket
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = UBBlackMkt
Animation = UBBlackMkt.UBBlackMkt
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = DAMAGED
Model = UBBlackMkt_D
Animation = UBBlackMkt_D.UBBlackMkt_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBBlackMkt_E
Animation = UBBlackMkt_E.UBBlackMkt_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
End
; day snow
ConditionState = SNOW
Model = UBBlackMkt_S
Animation = UBBlackMkt_S.UBBlackMkt_S
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = DAMAGED SNOW
Model = UBBlackMkt_DS
Animation = UBBlackMkt_DS.UBBlackMkt_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBBlackMkt_ES
Animation = UBBlackMkt_ES.UBBlackMkt_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
End
; night
ConditionState = NIGHT
Model = UBBlackMkt_N
Animation = UBBlackMkt_N.UBBlackMkt_N
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = DAMAGED NIGHT
Model = UBBlackMkt_DN
Animation = UBBlackMkt_DN.UBBlackMkt_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBBlackMkt_EN
Animation = UBBlackMkt_EN.UBBlackMkt_EN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
End
; night snow
ConditionState = NIGHT SNOW
Model = UBBlackMkt_NS
Animation = UBBlackMkt_NS.UBBlackMkt_NS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBBlackMkt_DNS
Animation = UBBlackMkt_DNS.UBBlackMkt_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UBBlackMkt_ENS
Animation = UBBlackMkt_ENS.UBBlackMkt_ENS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt
Animation = UBBlackMkt.UBBlackMkt
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBBlackMkt_D
Animation = UBBlackMkt_D.UBBlackMkt_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBBlackMkt_E
Animation = UBBlackMkt_E.UBBlackMkt_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBBlackMkt_N
Animation = UBBlackMkt_N.UBBlackMkt_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBBlackMkt_DN
Animation = UBBlackMkt_DN.UBBlackMkt_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBBlackMkt_EN
Animation = UBBlackMkt_EN.UBBlackMkt_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBBlackMkt_S
Animation = UBBlackMkt_S.UBBlackMkt_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBBlackMkt_DS
Animation = UBBlackMkt_DS.UBBlackMkt_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBBlackMkt_ES
Animation = UBBlackMkt_ES.UBBlackMkt_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBBlackMkt_NS
Animation = UBBlackMkt_NS.UBBlackMkt_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBBlackMkt_DNS
Animation = UBBlackMkt_DNS.UBBlackMkt_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBBlackMkt_ENS
Animation = UBBlackMkt_ENS.UBBlackMkt_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4
Animation = UBBlackMkt_A4.UBBlackMkt_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4N
Animation = UBBlackMkt_A4N.UBBlackMkt_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4S
Animation = UBBlackMkt_A4S.UBBlackMkt_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4SN
Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBBlackMkt_A4
Animation = UBBlackMkt_A4.UBBlackMkt_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBBlackMkt_A4N
Animation = UBBlackMkt_A4N.UBBlackMkt_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBBlackMkt_A4S
Animation = UBBlackMkt_A4S.UBBlackMkt_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBBlackMkt_A4SN
Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBBlackMkt_A4
Animation = UBBlackMkt_A4.UBBlackMkt_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBBlackMkt_A4N
Animation = UBBlackMkt_A4N.UBBlackMkt_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBBlackMkt_A4S
Animation = UBBlackMkt_A4S.UBBlackMkt_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBBlackMkt_A4SN
Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBBlackMkt_A6
Animation = UBBlackMkt_A6.UBBlackMkt_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBBlackMkt_A6N
Animation = UBBlackMkt_A6N.UBBlackMkt_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBBlackMkt_A6S
Animation = UBBlackMkt_A6S.UBBlackMkt_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBBlackMkt_A6SN
Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBBlackMkt_A6
Animation = UBBlackMkt_A6.UBBlackMkt_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBBlackMkt_A6N
Animation = UBBlackMkt_A6N.UBBlackMkt_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBBlackMkt_A6S
Animation = UBBlackMkt_A6S.UBBlackMkt_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBBlackMkt_A6SN
Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBBlackMkt_A6
Animation = UBBlackMkt_A6.UBBlackMkt_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBBlackMkt_A6N
Animation = UBBlackMkt_A6N.UBBlackMkt_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBBlackMkt_A6S
Animation = UBBlackMkt_A6S.UBBlackMkt_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBBlackMkt_A6SN
Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:BlackMarket
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLAPalace
End
BuildCost = 2500
BuildTime = 45.0 ; in seconds
EnergyProduction = 0
CommandSet = GLABlackMarketCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = BlackMarketSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY
Body = StructureBody ModuleTag_04
MaxHealth = 500.0
InitialHealth = 500.0
End
Behavior = AutoDepositUpdate ModuleTag_05
DepositTiming = 2000 ; in milliseconds
DepositAmount = 20 ; cash amount to deposit every DepositTiming
InitialCaptureBonus = 0 ; no initial bonus
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = RebuildHoleExposeDie ModuleTag_08
HoleName = GLAHoleBlackMarket
HoleMaxHealth = 500.0
End
Behavior = CreateObjectDie ModuleTag_09
CreationList = OCL_ABPowerPlantExplode
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureSmallDeath
End
Behavior = OCLSpecialPower ModuleTag_99
SpecialPowerTemplate = SuperweaponStickstoff
OCL = OCL_Stickstoff
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_13
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 35.0
GeometryMinorRadius = 35.0
GeometryHeight = 35.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;GLA Barracks
Object GLABarracks
; *** ART Parameters ***
SelectPortrait = SUBarracks_L
ButtonImage = SUBarracks
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = UBBARRACKS
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
Animation = UBBarracks.UBBarracks
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = UBBarracks_D
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
; ParticleSysBone = Smoke03 SmokeFactionMedium
; ParticleSysBone = Flame01 FireFactionMedium
Animation = UBBarracks_D.UBBarracks_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBBarracks_E
ParticleSysBone = Smoke01 ChimneySmokeSmall
; ParticleSysBone = Smoke02 SteamVent
; ParticleSysBone = Smoke03 SmokeFactionMedium
; ParticleSysBone = Smoke04 SmokeFactionLarge
; ParticleSysBone = Smoke05 SmokeFactionLarge
; ParticleSysBone = Flame01 FireFactionMedium
; ParticleSysBone = Flame02 FireFactionLarge
Animation = UBBarracks_E.UBBarracks_E
AnimationMode = LOOP
End
; day
ConditionState = SNOW
Model = UBBARRACKS_S
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
Animation = UBBarracks_S.UBBarracks_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = UBBarracks_DS
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
; ParticleSysBone = Smoke03 SmokeFactionMedium
; ParticleSysBone = Flame01 FireFactionMedium
Animation = UBBarracks_DS.UBBarracks_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBBarracks_ES
ParticleSysBone = Smoke01 ChimneySmokeSmall
; ParticleSysBone = Smoke02 SteamVent
; ParticleSysBone = Smoke03 SmokeFactionMedium
; ParticleSysBone = Smoke04 SmokeFactionLarge
; ParticleSysBone = Smoke05 SmokeFactionLarge
; ParticleSysBone = Flame01 FireFactionMedium
; ParticleSysBone = Flame02 FireFactionLarge
Animation = UBBarracks_ES.UBBarracks_ES
AnimationMode = LOOP
End
; night
ConditionState = NIGHT
Model = UBBARRACKS_N
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
Animation = UBBarracks_N.UBBarracks_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = UBBarracks_DN
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 GLAPowerPlantSmoke
ParticleSysBone = Flame01 GLAPowerPlantFlame
Animation = UBBarracks_DN.UBBarracks_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBBarracks_EN
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 GLAPowerPlantSmoke
ParticleSysBone = Smoke04 GLAPowerPlantSmoke
ParticleSysBone = Smoke05 GLAPowerPlantSmoke
ParticleSysBone = Flame01 FireSmallContinuous
ParticleSysBone = Flame02 GLAPowerPlantFlame
Animation = UBBarracks_EN.UBBarracks_EN
AnimationMode = LOOP
End
; night
ConditionState = NIGHT SNOW
Model = UBBARRACKS_NS
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
Animation = UBBarracks_NS.UBBarracks_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBBarracks_DNS
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 GLAPowerPlantSmoke
ParticleSysBone = Flame01 GLAPowerPlantFlame
Animation = UBBarracks_DNS.UBBarracks_DNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UBBarracks_ENS
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 GLAPowerPlantSmoke
ParticleSysBone = Smoke04 GLAPowerPlantSmoke
ParticleSysBone = Smoke05 GLAPowerPlantSmoke
ParticleSysBone = Flame01 FireSmallContinuous
ParticleSysBone = Flame02 GLAPowerPlantFlame
Animation = UBBarracks_ENS.UBBarracks_ENS
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBarracks
Animation = UBBarracks.UBBarracks
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBBarracks_D
Animation = UBBarracks_D.UBBarracks_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBBarracks_E
Animation = UBBarracks_E.UBBarracks_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBBarracks_N
Animation = UBBarracks_N.UBBarracks_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBBarracks_DN
Animation = UBBarracks_DN.UBBarracks_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBBarracks_EN
Animation = UBBarracks_EN.UBBarracks_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBBarracks_S
Animation = UBBarracks_S.UBBarracks_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBBarracks_DS
Animation = UBBarracks_DS.UBBarracks_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBBarracks_ES
Animation = UBBarracks_ES.UBBarracks_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBBarracks_NS
Animation = UBBarracks_NS.UBBarracks_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBBarracks_DNS
Animation = UBBarracks_DNS.UBBarracks_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBBarracks_ENS
Animation = UBBarracks_ENS.UBBarracks_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBarracks_A4
Animation = UBBarracks_A4.UBBarracks_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBarracks_A4N
Animation = UBBarracks_A4N.UBBarracks_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBarracks_A4S
Animation = UBBarracks_A4S.UBBarracks_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBarracks_A4SN
Animation = UBBarracks_A4SN.UBBarracks_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBBarracks_A4
Animation = UBBarracks_A4.UBBarracks_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBBarracks_A4N
Animation = UBBarracks_A4N.UBBarracks_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBBarracks_A4S
Animation = UBBarracks_A4S.UBBarracks_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBBarracks_A4SN
Animation = UBBarracks_A4SN.UBBarracks_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBBarracks_A4
Animation = UBBarracks_A4.UBBarracks_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBBarracks_A4N
Animation = UBBarracks_A4N.UBBarracks_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBBarracks_A4S
Animation = UBBarracks_A4S.UBBarracks_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBBarracks_A4SN
Animation = UBBarracks_A4SN.UBBarracks_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBBarracks_A6
Animation = UBBarracks_A6.UBBarracks_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
ParticleSysBone = Smoke05 BuildUpSmoke
ParticleSysBone = Smoke06 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBBarracks_A6N
Animation = UBBarracks_A6N.UBBarracks_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
ParticleSysBone = Smoke05 BuildUpSmoke
ParticleSysBone = Smoke06 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBBarracks_A6S
Animation = UBBarracks_A6S.UBBarracks_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
ParticleSysBone = Smoke06 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBBarracks_A6SN
Animation = UBBarracks_A6SN.UBBarracks_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
ParticleSysBone = Smoke06 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBBarracks_A6
Animation = UBBarracks_A6.UBBarracks_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBBarracks_A6N
Animation = UBBarracks_A6N.UBBarracks_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBBarracks_A6S
Animation = UBBarracks_A6S.UBBarracks_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBBarracks_A6SN
Animation = UBBarracks_A6SN.UBBarracks_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBBarracks_A6
Animation = UBBarracks_A6.UBBarracks_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBBarracks_A6N
Animation = UBBarracks_A6N.UBBarracks_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBBarracks_A6S
Animation = UBBarracks_A6S.UBBarracks_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBBarracks_A6SN
Animation = UBBarracks_A6SN.UBBarracks_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:Barracks
Side = GLA
EditorSorting = STRUCTURE
BuildCost = 500
BuildTime = 10.0 ; in seconds
EnergyProduction = 0
CommandSet = GLABarracksCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 100 100 100 100 ; Experience point value at each level
Prerequisites
; Object = GLASupplyStash
End
; *** AUDIO Parameters ***
VoiceSelect = BarracksGLASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE
Body = StructureBody ModuleTag_04
MaxHealth = 500.0
InitialHealth = 500.0
End
Behavior = HealContain ModuleTag_05
ContainMax = 10 ;way bigger than the # of objects we can have
TimeForFullHeal = 2000 ;(in milliseconds)
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
End
Behavior = CommandSetUpgrade ModuleTag_99
CommandSet = GLABarracksCommandSetUpgraded
TriggeredBy = Upgrade_GLAStinger
End
Behavior = ObjectCreationUpgrade ModuleTag_97
UpgradeObject = OCL_TentUpgrade
TriggeredBy = Upgrade_GLATent
End
Behavior = RebuildHoleExposeDie ModuleTag_06
HoleName = GLAHoleBarracks
HoleMaxHealth = 500.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureSmallDeath
End
Behavior = ProductionUpdate ModuleTag_10
; nothing
End
Behavior = DefaultProductionExitUpdate ModuleTag_11
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 42.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = FlammableUpdate ModuleTag_13
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_16
;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 42.0
GeometryMinorRadius = 52.0
GeometryHeight = 20.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object GLAPalace
; *** ART Parameters ***
SelectPortrait = SUPalace_L
ButtonImage = SUPalace
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = UBPalace
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace.UBPalace
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = UBPalace_D
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_D.UBPalace_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBPalace_E
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = GARRISONED
Model = UBPalace_G
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_G.UBPalace_G
AnimationMode = LOOP
End
ConditionState = DAMAGED GARRISONED
Model = UBPalace_DG
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_DG.UBPalace_DG
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED GARRISONED
Model = UBPalace_EG
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_EG.UBPalace_EG
AnimationMode = LOOP
End
; day snow
ConditionState = SNOW
Model = UBPalace_S
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_S.UBPalace_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = UBPalace_DS
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_DS.UBPalace_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBPalace_ES
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = GARRISONED SNOW
Model = UBPalace_SG
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_SG.UBPalace_SG
AnimationMode = LOOP
End
ConditionState = DAMAGED GARRISONED SNOW
Model = UBPalace_DSG
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_DSG.UBPalace_DSG
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED GARRISONED SNOW
Model = UBPalace_ESG
ParticleSysBone = Smoke01 SmolderingSmoke
;Animation = UBPalace_ESG.UBPalace_ESG
;AnimationMode = LOOP
End
; night
ConditionState = NIGHT
Model = UBPalace
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace.UBPalace
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = UBPalace_D
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_D.UBPalace_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBPalace_E
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = GARRISONED NIGHT
Model = UBPalace_G
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_G.UBPalace_G
AnimationMode = LOOP
End
ConditionState = DAMAGED GARRISONED NIGHT
Model = UBPalace_DG
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_DG.UBPalace_DG
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED GARRISONED NIGHT
Model = UBPalace_EG
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_EG.UBPalace_EG
AnimationMode = LOOP
End
; night snow
ConditionState = SNOW NIGHT
Model = UBPalace_NS
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_NS.UBPalace_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW NIGHT
Model = UBPalace_DNS
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_DNS.UBPalace_DNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
Model = UBPalace_ENS
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = GARRISONED SNOW NIGHT
Model = UBPalace_GNS
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_GNS.UBPalace_GNS
AnimationMode = LOOP
End
ConditionState = DAMAGED GARRISONED SNOW NIGHT
Model = UBPalace_DGNS
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_DGNS.UBPalace_DGNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT
Model = UBPalace_ENSG
ParticleSysBone = Smoke01 SmolderingSmoke
Animation = UBPalace_ENSG.UBPalace_ENSG
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBPalace
Animation = UBPalace.UBPalace
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBPalace_D
Animation = UBPalace_D.UBPalace_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBPalace_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBPalace_N
Animation = UBPalace_N.UBPalace_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBPalace_DN
Animation = UBPalace_DN.UBPalace_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBPalace_EN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBPalace_S
Animation = UBPalace_S.UBPalace_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBPalace_DS
Animation = UBPalace_DS.UBPalace_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBPalace_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBPalace_NS
Animation = UBPalace_NS.UBPalace_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBPalace_DNS
Animation = UBPalace_DNS.UBPalace_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBPalace_ENS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
PlacementViewAngle = -45
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBPalace_A4
Animation = UBPalace_A4.UBPalace_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBPalace_A4N
Animation = UBPalace_A4N.UBPalace_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBPalace_A4S
Animation = UBPalace_A4S.UBPalace_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBPalace_A4SN
Animation = UBPalace_A4SN.UBPalace_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBPalace_A4
Animation = UBPalace_A4.UBPalace_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBPalace_A4N
Animation = UBPalace_A4N.UBPalace_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBPalace_A4S
Animation = UBPalace_A4S.UBPalace_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBPalace_A4SN
Animation = UBPalace_A4SN.UBPalace_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBPalace_A4
Animation = UBPalace_A4.UBPalace_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBPalace_A4N
Animation = UBPalace_A4N.UBPalace_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBPalace_A4S
Animation = UBPalace_A4S.UBPalace_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBPalace_A4SN
Animation = UBPalace_A4SN.UBPalace_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBPalace_A6
Animation = UBPalace_A6.UBPalace_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
ParticleSysBone = Smoke05 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBPalace_A6N
Animation = UBPalace_A6N.UBPalace_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
ParticleSysBone = Smoke05 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBPalace_A6S
Animation = UBPalace_A6S.UBPalace_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBPalace_A6SN
Animation = UBPalace_A6SN.UBPalace_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBPalace_A6
Animation = UBPalace_A6.UBPalace_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBPalace_A6N
Animation = UBPalace_A6N.UBPalace_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBPalace_A6S
Animation = UBPalace_A6S.UBPalace_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBPalace_A6SN
Animation = UBPalace_A6SN.UBPalace_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBPalace_A6
Animation = UBPalace_A6.UBPalace_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBPalace_A6N
Animation = UBPalace_A6N.UBPalace_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBPalace_A6S
Animation = UBPalace_A6S.UBPalace_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBPalace_A6SN
Animation = UBPalace_A6SN.UBPalace_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Palace
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLAArmsDealer
End
BuildCost = 2500
BuildTime = 45.0 ; in seconds
EnergyProduction = 0
VisionRange = 300.0 ; Shroud clearing distance
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = GLAPalaceCommandSet
ExperienceValue = 300 300 300 300 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = PalaceSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE
Body = StructureBody ModuleTag_04
MaxHealth = 3000.0
InitialHealth = 3000.0
End
Behavior = ProductionUpdate ModuleTag_05
; nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_SmallStructureDebris
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureMediumDeath
End
Behavior = GarrisonContain ModuleTag_10
ContainMax = 5
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
End
Behavior = FlammableUpdate ModuleTag_11
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = RebuildHoleExposeDie ModuleTag_06
HoleName = GLAHolePalace
HoleMaxHealth = 500.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = OCLSpecialPower ModuleTag_99
SpecialPowerTemplate = SuperweaponSandStorm
OCL = OCL_SandStorm
CreateLocation = CREATE_AT_LOCATION
End
Behavior = TransitionDamageFX ModuleTag_12
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 43.0
GeometryMinorRadius = 58.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object AmericaStrategyCenter
; *** ART Parameters ***
SelectPortrait = SAStrategyCenter_L
ButtonImage = SAStrategyCenter
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day ***************************************************
ConditionState = NONE
Model = ABStrategy
Animation = ABStrategy.ABStrategy
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ABStrategy_D
Animation = ABStrategy_D.ABStrategy_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABStrategy_E
Animation = ABStrategy_E.ABStrategy_E
AnimationMode = LOOP
End
; SNOW ***************************************************
ConditionState = SNOW
Model = ABStrategy_S
Animation = ABStrategy_S.ABStrategy_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ABStrategy_DS
Animation = ABStrategy_DS.ABStrategy_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABStrategy_ES
Animation = ABStrategy_ES.ABStrategy_ES
AnimationMode = LOOP
End
; night **************************************************
ConditionState = NIGHT
Model = ABStrategy_N
Animation = ABStrategy_N.ABStrategy_N
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
ConditionState = NIGHT DAMAGED
Model = ABStrategy_DN
Animation = ABStrategy_DN.ABStrategy_DN
AnimationMode = LOOP
End
ConditionState = NIGHT REALLYDAMAGED RUBBLE
Model = ABStrategy_EN
Animation = ABStrategy_EN.ABStrategy_EN
AnimationMode = LOOP
End
; night Snow**************************************************
ConditionState = NIGHT SNOW
Model = ABStrategy_NS
Animation = ABStrategy_NS.ABStrategy_NS
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
ConditionState = NIGHT DAMAGED SNOW
Model = ABStrategy_DNS
Animation = ABStrategy_DNS.ABStrategy_DNS
AnimationMode = LOOP
End
ConditionState = NIGHT REALLYDAMAGED RUBBLE SNOW
Model = ABStrategy_ENS
Animation = ABStrategy_ENS.ABStrategy_ENS
AnimationMode = LOOP
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy
Animation = ABStrategy.ABStrategy
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABStrategy_D
Animation = ABStrategy_D.ABStrategy_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABStrategy_E
Animation = ABStrategy_E.ABStrategy_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABStrategy_N
Animation = ABStrategy_N.ABStrategy_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABStrategy_DN
Animation = ABStrategy_DN.ABStrategy_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABStrategy_EN
Animation = ABStrategy_EN.ABStrategy_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABStrategy_S
Animation = ABStrategy_S.ABStrategy_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABStrategy_DS
Animation = ABStrategy_DS.ABStrategy_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABStrategy_ES
Animation = ABStrategy_ES.ABStrategy_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABStrategy_NS
Animation = ABStrategy_NS.ABStrategy_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABStrategy_DNS
Animation = ABStrategy_DNS.ABStrategy_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABStrategy_ENS
Animation = ABStrategy_ENS.ABStrategy_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
OkToChangeModelColor = Yes
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A4
Animation = ABStrategy_A4.ABStrategy_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SparksS01 LiveWireSparks02
ParticleSysBone = SmokeS01 SmokeBuildingSmall
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A4N
Animation = ABStrategy_A4N.ABStrategy_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SparksS01 LiveWireSparks02
ParticleSysBone = SmokeS01 SmokeBuildingSmall
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A4S
Animation = ABStrategy_A4S.ABStrategy_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SparksS01 LiveWireSparks02
ParticleSysBone = SmokeS01 SmokeBuildingSmall
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A4SN
Animation = ABStrategy_A4SN.ABStrategy_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SparksS01 LiveWireSparks02
ParticleSysBone = SmokeS01 SmokeBuildingSmall
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABStrategy_A4
Animation = ABStrategy_A4.ABStrategy_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABStrategy_A4N
Animation = ABStrategy_A4N.ABStrategy_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABStrategy_A4S
Animation = ABStrategy_A4S.ABStrategy_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABStrategy_A4SN
Animation = ABStrategy_A4SN.ABStrategy_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABStrategy_A4
Animation = ABStrategy_A4.ABStrategy_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABStrategy_A4N
Animation = ABStrategy_A4N.ABStrategy_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABStrategy_A4S
Animation = ABStrategy_A4S.ABStrategy_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABStrategy_A4SN
Animation = ABStrategy_A4SN.ABStrategy_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
OkToChangeModelColor = Yes
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABStrategy_A6
Animation = ABStrategy_A6.ABStrategy_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABStrategy_A6N
Animation = ABStrategy_A6N.ABStrategy_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABStrategy_A6S
Animation = ABStrategy_A6S.ABStrategy_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABStrategy_A6SN
Animation = ABStrategy_A6SN.ABStrategy_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABStrategy_A6
Animation = ABStrategy_A6.ABStrategy_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABStrategy_A6N
Animation = ABStrategy_A6N.ABStrategy_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABStrategy_A6S
Animation = ABStrategy_A6S.ABStrategy_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABStrategy_A6SN
Animation = ABStrategy_A6SN.ABStrategy_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABStrategy_A6
Animation = ABStrategy_A6.ABStrategy_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABStrategy_A6N
Animation = ABStrategy_A6N.ABStrategy_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABStrategy_A6S
Animation = ABStrategy_A6S.ABStrategy_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABStrategy_A6SN
Animation = ABStrategy_A6SN.ABStrategy_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A5
Animation = ABStrategy_A5.ABStrategy_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A5N
Animation = ABStrategy_A5N.ABStrategy_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A5S
Animation = ABStrategy_A5S.ABStrategy_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A5SN
Animation = ABStrategy_A5SN.ABStrategy_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABStrategy_AB
Animation = ABStrategy_AB.ABStrategy_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABStrategy_ABN
Animation = ABStrategy_ABN.ABStrategy_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABStrategy_ABS
Animation = ABStrategy_ABS.ABStrategy_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABStrategy_ABSN
Animation = ABStrategy_ABSN.ABStrategy_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABStrategy_AB
Animation = ABStrategy_AB.ABStrategy_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABStrategy_ABN
Animation = ABStrategy_ABN.ABStrategy_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABStrategy_ABS
Animation = ABStrategy_ABS.ABStrategy_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABStrategy_ABSN
Animation = ABStrategy_ABSN.ABStrategy_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ BOMBARDMENT BATTLE PLAN -----------------
Draw = W3DModelDraw ModuleTag_05
OkToChangeModelColor = Yes
DefaultConditionState
Model = ABStrategy_A1
Animation = ABStrategy_A1.ABStrategy_A1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = NIGHT
AliasConditionState = NIGHT SNOW
AliasConditionState = SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_OPENING
Model = ABStrategy_A1
Animation = ABStrategy_A1.ABStrategy_A1
AnimationMode = ONCE
End
AliasConditionState = DAMAGED DOOR_1_OPENING
AliasConditionState = REALLYDAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
ConditionState = DOOR_1_CLOSING
Model = ABStrategy_A1
Animation = ABStrategy_A1.ABStrategy_A1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = DAMAGED DOOR_1_CLOSING
AliasConditionState = REALLYDAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
AliasConditionState = SNOW DOOR_1_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
ConditionState = DOOR_1_WAITING_TO_CLOSE
Model = NONE
End
AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A1
Animation = ABStrategy_A1.ABStrategy_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
;**************************************************************************************************************************
End
Draw = W3DModelDraw ModuleTag_06
;***This is the bombardment cannon object that only shows up when ready to fire***
OkToChangeModelColor = Yes
DefaultConditionState
Model = ABStrategy_A8
WeaponLaunchBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
Turret = Turret01
TurretPitch = TurretEL
HideSubObject = Chassis
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = NIGHT
AliasConditionState = NIGHT SNOW
AliasConditionState = SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_WAITING_TO_CLOSE
Model = ABStrategy_A8
ShowSubObject = Chassis
End
AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABStrategy_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = ABStrategy_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
End
; ------------ HOLD THE LINE BATTLE PLAN -----------------
Draw = W3DModelDraw ModuleTag_07
OkToChangeModelColor = Yes
DefaultConditionState
Model = ABStrategy_A7
Animation = ABStrategy_A7.ABStrategy_A7
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = NIGHT
AliasConditionState = NIGHT SNOW
AliasConditionState = SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_2_OPENING
Model = ABStrategy_A7
Animation = ABStrategy_A7.ABStrategy_A7
AnimationMode = ONCE
End
AliasConditionState = DAMAGED DOOR_2_OPENING
AliasConditionState = REALLYDAMAGED DOOR_2_OPENING
AliasConditionState = NIGHT DOOR_2_OPENING
AliasConditionState = NIGHT SNOW DOOR_2_OPENING
AliasConditionState = SNOW DOOR_2_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING
AliasConditionState = SNOW DAMAGED DOOR_2_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
ConditionState = DOOR_2_CLOSING
Model = ABStrategy_A7
Animation = ABStrategy_A7.ABStrategy_A7
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = DAMAGED DOOR_2_CLOSING
AliasConditionState = REALLYDAMAGED DOOR_2_CLOSING
AliasConditionState = NIGHT DOOR_2_CLOSING
AliasConditionState = NIGHT SNOW DOOR_2_CLOSING
AliasConditionState = SNOW DOOR_2_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
ConditionState = DOOR_2_WAITING_TO_CLOSE
Model = ABStrategy_A7
Animation = ABStrategy_A7.ABStrategy_A7
AnimationMode = ONCE
Flags = START_FRAME_LAST
End
AliasConditionState = DAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = NIGHT DOOR_2_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SNOW DOOR_2_WAITING_TO_CLOSE
AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD DAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
;**************************************************************************************************************************
End
; ------------ SEARCH AND DESTROY BATTLE PLAN -----------------
Draw = W3DModelDraw ModuleTag_08
OkToChangeModelColor = Yes
DefaultConditionState
Model = ABStrategy_A2
Animation = ABStrategy_A2.ABStrategy_A2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = NIGHT
AliasConditionState = NIGHT SNOW
AliasConditionState = SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_3_OPENING
Model = ABStrategy_A2
Animation = ABStrategy_A2.ABStrategy_A2
AnimationMode = ONCE
End
AliasConditionState = DAMAGED DOOR_3_OPENING
AliasConditionState = REALLYDAMAGED DOOR_3_OPENING
AliasConditionState = NIGHT DOOR_3_OPENING
AliasConditionState = NIGHT SNOW DOOR_3_OPENING
AliasConditionState = SNOW DOOR_3_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING
AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
ConditionState = DOOR_3_CLOSING
Model = ABStrategy_A2
Animation = ABStrategy_A2.ABStrategy_A2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = DAMAGED DOOR_3_CLOSING
AliasConditionState = REALLYDAMAGED DOOR_3_CLOSING
AliasConditionState = NIGHT DOOR_3_CLOSING
AliasConditionState = NIGHT SNOW DOOR_3_CLOSING
AliasConditionState = SNOW DOOR_3_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
ConditionState = DOOR_3_WAITING_TO_CLOSE
Model = NONE
End
AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABStrategy_A2
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
;**************************************************************************************************************************
End
Draw = W3DModelDraw ModuleTag_09
;***This is the radar array that only shows up when plan is active***
OkToChangeModelColor = Yes
DefaultConditionState
Model = NONE
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = NIGHT
AliasConditionState = NIGHT SNOW
AliasConditionState = SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_3_WAITING_TO_CLOSE
Model = ABStrategy_A3
Animation = ABStrategy_A3.ABStrategy_A3
AnimationMode = LOOP
End
AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:StrategyCenter
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaWarFactory AmericaAirfield
End
CommandSet = AmericaStrategyCenterCommandSet
BuildCost = 2500
BuildTime = 60.0 ; in seconds
EnergyProduction = -2
VisionRange = 400.0 ; Shroud clearing distance
MaxSimultaneousOfType = 1
ShroudClearingRange = 400
WeaponSet
Conditions = None
Weapon = PRIMARY StrategyCenterGun
AutoChooseSources = PRIMARY NONE
End
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 250 250 250 250 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = StrategyCenterSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit. (mp) StrategyCenter_TurretMoveLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_10
MaxHealth = 1500.0
InitialHealth = 1500.0
End
Behavior = ProductionUpdate ModuleTag_11
; nothing
End
Behavior = BaseRegenerateUpdate ModuleTag_12
;No data
End
Behavior = SpecialAbility ModuleTag_13
SpecialPowerTemplate = SpecialAbilityChangeBattlePlans
UpdateModuleStartsAttack = Yes
End
Behavior = BattlePlanUpdate ModuleTag_14
SpecialPowerTemplate = SpecialAbilityChangeBattlePlans
;Transition Timings
BombardmentPlanAnimationTime = 7000
HoldTheLinePlanAnimationTime = 7000
SearchAndDestroyPlanAnimationTime = 7000
TransitionIdleTime = 0
;Messages
BombardmentMessageLabel = MESSAGE:BattlePlanBombardmentInitiated
HoldTheLineMessageLabel = MESSAGE:BattlePlanHoldTheLineInitiated
SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated
;Audio hooks
BombardmentPlanUnpackSoundName = StrategyCenter_BombardmentPlanUnpackSound
BombardmentPlanPackSoundName = StrategyCenter_BombardmentPlanPackSound
BombardmentAnnouncementName = StrategyCenter_BombardmentPlanAnnouncement
SearchAndDestroyPlanUnpackSoundName = StrategyCenter_SearchAndDestroyPlanUnpack
SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop
SearchAndDestroyPlanPackSoundName = StrategyCenter_SearchAndDestroyPlanPack
SearchAndDestroyAnnouncementName = StrategyCenter_SearchAndDestroyAnnouncement
HoldTheLinePlanUnpackSoundName = StrategyCenter_HoldTheLinePlanUnpack
HoldTheLinePlanPackSoundName = StrategyCenter_HoldTheLinePlanPack
HoldTheLineAnnouncementName = StrategyCenter_HoldTheLineAnnouncement
;Army bonuses granted by different battle plans
ValidMemberKindOf = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these...
; POW Trucks are cut. sorry. (srj)
; InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT POW_TRUCK DRONE ;...but make sure they don't have any of these
InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT DRONE ;...but make sure they don't have any of these
BattlePlanChangeParalyzeTime = 5000 ;Subjected to paralyzation whenever a battle plan is changed.
HoldTheLinePlanArmorDamageScalar = 0.9 ;Armor damage bonus scalar -- LESS is better!
SearchAndDestroyPlanSightRangeScalar = 1.2 ;Sight range bonus -- more is better!
;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file!
;Building bonuses granted based on battle plan mode.
StrategyCenterSearchAndDestroySightRangeScalar = 2.0
StrategyCenterSearchAndDestroyDetectsStealth = Yes
StrategyCenterHoldTheLineMaxHealthScalar = 2.0
StrategyCenterHoldTheLineMaxHealthChangeType = PRESERVE_RATIO
;Revealing info
VisionObjectName = VisionObject
End
Behavior = AIUpdateInterface ModuleTag_15
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 60 // turn rate, in degrees per sec
TurretPitchRate = 60
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky
; since you never know from whence cometh danger
NaturalTurretAngle = -90 ; this turret points backwards normally
FirePitch = 45 ; Instead of aiming pitchwise at the target, it will aim here
MinIdleScanInterval = 500 ; in milliseconds
MaxIdleScanInterval = 1000 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 60 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
End
Behavior = StealthDetectorUpdate ModuleTag_16
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
InitiallyDisabled = Yes ; only will be active when search & destroy plan active.
DetectionRange = 500 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = DestroyDie ModuleTag_17
;nothing
End
Behavior = CreateObjectDie ModuleTag_18
CreationList = OCL_ABPowerPlantExplode
End
Behavior = CreateObjectDie ModuleTag_19
CreationList = OCL_AmericanRangerDebris04
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_20
DeathFX = FX_StructureMediumDeath
End
Behavior = OCLSpecialPower ModuleTag_99
SpecialPowerTemplate = SPECIALWEAPON_Tomahawkrain
OCL = SPECIALWEAPON_Tomahawkrain
End
Behavior = FlammableUpdate ModuleTag_22
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_23
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 62.0
GeometryMinorRadius = 44.0
GeometryHeight = 24.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object ChinaPropagandaCenter
; *** ART Parameters ***
SelectPortrait = SNPropCentr_L
ButtonImage = SNPropCentr
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;day
ConditionState = NONE
Model = NBPCenter
Animation = NBPCenter.NBPCenter
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = NBPCenter_D
Animation = NBPCenter_D.NBPCenter_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBPCenter_E
Animation = NBPCenter_E.NBPCenter_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
; ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
; ParticleSysBone = Spark01
End
;night
ConditionState = NIGHT
Model = NBPCenter_N
Animation = NBPCenter_N.NBPCenter_N
AnimationMode = LOOP
End
;damaged
ConditionState = DAMAGED NIGHT
Model = NBPCenter_DN
Animation = NBPCenter_DN.NBPCenter_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
;reallydamaged
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBPCenter_EN
Animation = NBPCenter_EN.NBPCenter_EN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
; ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
; ParticleSysBone = Spark01
End
ConditionState = SNOW
Model = NBPCenter_S
Animation = NBPCenter_S.NBPCenter_S
AnimationMode = LOOP
End
;damaged
ConditionState = DAMAGED SNOW
Model = NBPCenter_DS
Animation = NBPCenter_DS.NBPCenter_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
;reallydamaged
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBPCenter_ES
Animation = NBPCenter_ES.NBPCenter_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
; ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
; ParticleSysBone = Spark01
End
;night
ConditionState = NIGHT SNOW
Model = NBPCenter_NS
Animation = NBPCenter_NS.NBPCenter_NS
AnimationMode = LOOP
End
;damaged
ConditionState = DAMAGED NIGHT SNOW
Model = NBPCenter_DNS
Animation = NBPCenter_DNS.NBPCenter_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
;reallydamaged
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBPCenter_ENS
Animation = NBPCenter_ENS.NBPCenter_ENS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
; ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
; ParticleSysBone = Spark01
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPCenter
Animation = NBPCenter.NBPCenter
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBPCenter_D
Animation = NBPCenter_D.NBPCenter_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBPCenter_E
Animation = NBPCenter_E.NBPCenter_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBPCenter_N
Animation = NBPCenter_N.NBPCenter_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBPCenter_DN
Animation = NBPCenter_DN.NBPCenter_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBPCenter_EN
Animation = NBPCenter_EN.NBPCenter_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBPCenter_S
Animation = NBPCenter_S.NBPCenter_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBPCenter_DS
Animation = NBPCenter_DS.NBPCenter_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBPCenter_ES
Animation = NBPCenter_ES.NBPCenter_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBPCenter_NS
Animation = NBPCenter_NS.NBPCenter_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBPCenter_DNS
Animation = NBPCenter_DNS.NBPCenter_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBPCenter_ENS
Animation = NBPCenter_ENS.NBPCenter_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ----------------- the factory door -------------------
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = NBPCenter_A1
Animation = NBPCenter_A1.NBPCenter_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED
AliasConditionState = SNOW REALLYDAMAGED
AliasConditionState = NIGHT SNOW REALLYDAMAGED
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED RUBBLE
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED RUBBLE
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPCenter_A1
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = NIGHT DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = NIGHT SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = NIGHT REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = NIGHT SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
; ConditionState = DAMAGED
; Model = NBPCenter_A1D
; Animation = NBPCenter_A1D.NBPCenter_A1D
; AnimationMode = MANUAL
; Flags = START_FRAME_FIRST
; End
; ConditionState = REALLYDAMAGED RUBBLE
; Model = NBPCenter_A1E
; Animation = NBPCenter_A1E.NBPCenter_A1E
; AnimationMode = MANUAL
; Flags = START_FRAME_FIRST
; End
ConditionState = DOOR_1_OPENING
Model = NBPCenter_A1
Animation = NBPCenter_A1.NBPCenter_A1
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DOOR_1_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_OPENING
AliasConditionState = SNOW REALLYDAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_OPENING
; ConditionState = DOOR_1_OPENING DAMAGED
; Model = NBPCenter_A1D
; Animation = NBPCenter_A1D.NBPCenter_A1D
; AnimationMode = ONCE
; Flags = START_FRAME_FIRST
; End
; ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
; Model = NBPCenter_A1E
; Animation = NBPCenter_A1E.NBPCenter_A1E
; AnimationMode = ONCE
; Flags = START_FRAME_FIRST
; End
ConditionState = DOOR_1_CLOSING
Model = NBPCenter_A1
Animation = NBPCenter_A1.NBPCenter_A1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING
AliasConditionState = SNOW DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_CLOSING
AliasConditionState = SNOW REALLYDAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_CLOSING
; ConditionState = DOOR_1_CLOSING DAMAGED
; Model = NBPCenter_A1D
; Animation = NBPCenter_A1D.NBPCenter_A1D
; AnimationMode = ONCE_BACKWARDS
; Flags = START_FRAME_LAST
; End
; ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
; Model = NBPCenter_A1E
; Animation = NBPCenter_A1E.NBPCenter_A1E
; AnimationMode = ONCE_BACKWARDS
; Flags = START_FRAME_LAST
; End
ConditionState = DOOR_1_WAITING_OPEN
Model = NBPCenter_A1
Animation = NBPCenter_A1.NBPCenter_A1
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN
; ConditionState = DOOR_1_WAITING_OPEN DAMAGED
; Model = NBPCenter_A1D
; Animation = NBPCenter_A1D.NBPCenter_A1D
; AnimationMode = MANUAL
; Flags = START_FRAME_LAST
; End
; ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
; Model = NBPCenter_A1E
; Animation = NBPCenter_A1E.NBPCenter_A1E
; AnimationMode = MANUAL
; Flags = START_FRAME_LAST
; End
End
; -------- spreading propaganda flashing lights ----------
Draw = W3DModelDraw ModuleTag_03
DefaultConditionState
Model = None
End
ConditionState = SOLD
Model = NONE
End
ConditionState = SOLD SNOW
Model = NONE
End
ConditionState = SOLD NIGHT
Model = NONE
End
ConditionState = SOLD NIGHT SNOW
Model = NONE
End
ConditionState = CONSTRUCTION_COMPLETE
Model = NBPCenter_A2
Animation = NBPCenter_A2.NBPCenter_A2
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPCenter_A4
Animation = NBPCenter_A4.NBPCenter_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPCenter_A4N
Animation = NBPCenter_A4N.NBPCenter_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPCenter_A4S
Animation = NBPCenter_A4S.NBPCenter_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPCenter_A4SN
Animation = NBPCenter_A4SN.NBPCenter_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPCenter_A4
Animation = NBPCenter_A4.NBPCenter_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPCenter_A4N
Animation = NBPCenter_A4N.NBPCenter_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPCenter_A4S
Animation = NBPCenter_A4S.NBPCenter_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPCenter_A4SN
Animation = NBPCenter_A4SN.NBPCenter_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPCenter_A4
Animation = NBPCenter_A4.NBPCenter_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPCenter_A4N
Animation = NBPCenter_A4N.NBPCenter_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPCenter_A4S
Animation = NBPCenter_A4S.NBPCenter_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPCenter_A4SN
Animation = NBPCenter_A4SN.NBPCenter_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_05
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBPCenter_A6
Animation = NBPCenter_A6.NBPCenter_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBPCenter_A6N
Animation = NBPCenter_A6N.NBPCenter_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBPCenter_A6S
Animation = NBPCenter_A6S.NBPCenter_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBPCenter_A6SN
Animation = NBPCenter_A6SN.NBPCenter_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPCenter_A6
Animation = NBPCenter_A6.NBPCenter_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPCenter_A6N
Animation = NBPCenter_A6N.NBPCenter_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPCenter_A6S
Animation = NBPCenter_A6S.NBPCenter_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPCenter_A6SN
Animation = NBPCenter_A6SN.NBPCenter_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPCenter_A6
Animation = NBPCenter_A6.NBPCenter_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPCenter_A6N
Animation = NBPCenter_A6N.NBPCenter_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPCenter_A6S
Animation = NBPCenter_A6S.NBPCenter_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPCenter_A6SN
Animation = NBPCenter_A6SN.NBPCenter_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_06
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBPCenter_A5
Animation = NBPCenter_A5.NBPCenter_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBPCenter_A5N
Animation = NBPCenter_A5N.NBPCenter_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBPCenter_A5S
Animation = NBPCenter_A5S.NBPCenter_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBPCenter_A5SN
Animation = NBPCenter_A5SN.NBPCenter_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPCenter_AB
Animation = NBPCenter_AB.NBPCenter_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPCenter_ABN
Animation = NBPCenter_ABN.NBPCenter_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPCenter_ABS
Animation = NBPCenter_ABS.NBPCenter_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPCenter_ABSN
Animation = NBPCenter_ABSN.NBPCenter_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPCenter_AB
Animation = NBPCenter_AB.NBPCenter_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPCenter_ABN
Animation = NBPCenter_ABN.NBPCenter_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPCenter_ABS
Animation = NBPCenter_ABS.NBPCenter_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPCenter_ABSN
Animation = NBPCenter_ABSN.NBPCenter_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:PropagandaCenter
Side = China
EditorSorting = STRUCTURE
Prerequisites
Object = ChinaWarFactory
End
BuildCost = 2000
BuildTime = 45.0 ; in seconds
EnergyProduction = -2
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = ChinaPropagandaCenterCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = PropagandaCenterSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_07
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = ProductionUpdate ModuleTag_10
;<NO DATA>
End
Behavior = DestroyDie ModuleTag_12
;<NO DATA>
End
Behavior = FXListDie ModuleTag_14
DeathFX = FX_StructureMediumDeath
End
Behavior = GenerateMinefieldBehavior ModuleTag_15
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = FlammableUpdate ModuleTag_17
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = OCLSpecialPower ModuleTag_99
SpecialPowerTemplate = SPECIALWEAPON_Napalmcarpet
OCL = SUPERWEAPON_Napalmcarpet
End
Behavior = TransitionDamageFX ModuleTag_18
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 33.0
GeometryMinorRadius = 57.0
GeometryHeight = 40.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object GLAFlak
; *** ART Parameters ***
SelectPortrait = SUFlak
ButtonImage = SUFlak
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;--------------------- IDLE --------------------------------------------------
;-------------------------------------------------------------------------------
; DAY
DefaultConditionState
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
ConditionState = DAMAGED
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
ConditionState = REALLYDAMAGED RUBBLE
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
; NIGHT ---------------------------------------------------------------
ConditionState = NIGHT
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
ConditionState = DAMAGED NIGHT
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
;SNOW ---------------------------------------------------------------
ConditionState = SNOW
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
ConditionState = DAMAGED SNOW
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
; NIGHT SNOW ---------------------------------------------------------------
ConditionState = NIGHT SNOW
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
ConditionState = DAMAGED NIGHT SNOW
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = Flak
; Animation = NBGattling_A2.NBGattling_A2
; AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = Flak
; Animation = UBStingerS.UBStingerS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = Flak
; Animation = UBStingerS_D.UBStingerS_D
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = Flak
; Animation = UBStingerS_E.UBStingerS_E
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = Flak
; Animation = UBStingerS_N.UBStingerS_N
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = Flak
; Animation = UBStingerS_DN.UBStingerS_DN
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = Flak
; Animation = UBStingerS_EN.UBStingerS_EN
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = Flak
; Animation = UBStingerS_S.UBStingerS_S
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = Flak
; Animation = UBStingerS_DS.UBStingerS_DS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = Flak
; Animation = UBStingerS_ES.UBStingerS_ES
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = Flak
; Animation = UBStingerS_NS.UBStingerS_NS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = Flak
; Animation = UBStingerS_DNS.UBStingerS_DNS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = Flak
; Animation = UBStingerS_ENS.UBStingerS_ENS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4
Animation = UBUndTunn_A4.UBUndTunn_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4N
Animation = UBUndTunn_A4N.UBUndTunn_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4S
Animation = UBUndTunn_A4S.UBUndTunn_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBUndTunn_A4SN
Animation = UBUndTunn_A4SN.UBUndTunn_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBUndTunn_A4
Animation = UBUndTunn_A4.UBUndTunn_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBUndTunn_A4N
Animation = UBUndTunn_A4N.UBUndTunn_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBUndTunn_A4S
Animation = UBUndTunn_A4S.UBUndTunn_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBUndTunn_A4SN
Animation = UBUndTunn_A4SN.UBUndTunn_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBUndTunn_A4
Animation = UBUndTunn_A4.UBUndTunn_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBUndTunn_A4N
Animation = UBUndTunn_A4N.UBUndTunn_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBUndTunn_A4S
Animation = UBUndTunn_A4S.UBUndTunn_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBUndTunn_A4SN
Animation = UBUndTunn_A4SN.UBUndTunn_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBUndTunn_A6
Animation = UBUndTunn_A6.UBUndTunn_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBUndTunn_A6N
Animation = UBUndTunn_A6N.UBUndTunn_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBUndTunn_A6S
Animation = UBUndTunn_A6S.UBUndTunn_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBUndTunn_A6SN
Animation = UBUndTunn_A6SN.UBUndTunn_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBUndTunn_A6
Animation = UBUndTunn_A6.UBUndTunn_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBUndTunn_A6N
Animation = UBUndTunn_A6N.UBUndTunn_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBUndTunn_A6S
Animation = UBUndTunn_A6S.UBUndTunn_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBUndTunn_A6SN
Animation = UBUndTunn_A6SN.UBUndTunn_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBUndTunn_A6
Animation = UBUndTunn_A6.UBUndTunn_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBUndTunn_A6N
Animation = UBUndTunn_A6N.UBUndTunn_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBUndTunn_A6S
Animation = UBUndTunn_A6S.UBUndTunn_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBUndTunn_A6SN
Animation = UBUndTunn_A6SN.UBUndTunn_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:Flak
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLABarracks
End
BuildCost = 1200
BuildTime = 25.0 ; in seconds
; EnergyProduction = -3
ExperienceValue = 200 200 200 200 ; Experience point value at each level
WeaponSet
Conditions = None
Weapon = PRIMARY FlakWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY BALLISTIC_MISSILE AIRCRAFT
End
VisionRange = 400.0 ; Shroud clearing distance AND targeting range
ShroudClearingRange = 360
ArmorSet
Conditions = None
Armor = BaseDefenseArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = GLAStingerSiteCommandSet
;Behavior = AIUpdateInterface ModuleTag_20
; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
; MoodAttackCheckRate = 250
;End
; *** AUDIO Parameters ***
VoiceSelect = GattlingCannonSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
VoiceRapidFire = NoSound
End
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = StealthDetectorUpdate ModuleTag_13
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = AIUpdateInterface ModuleTag_06
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 200 // turn rate, in degrees per sec
TurretPitchRate = 200
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretPitch = 40 ; this keeps it aimed half way between land and sky
MinIdleScanInterval = 200 ; in milliseconds
MaxIdleScanInterval = 200 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End
Behavior = ProductionUpdate ModuleTag_07
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureTinyDeath
End
Behavior = ProductionUpdate ModuleTag_10
; nothing
End
Behavior = CreateObjectDie ModuleTag_11
CreationList = OCL_LargeStructureDebris
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
Object GLATent
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = CBTTent04
End
ConditionState = DAMAGED
Model = CBTTent04_D
End
ConditionState = REALLYDAMAGED
Model = CBTTent04_E
End
ConditionState = RUBBLE
Model = CBTTent04_R
End
; day garrisoned
ConditionState = GARRISONED
Model = CBTTent04_G
Animation = CBTTent04_G.CBTTent04_G
AnimationMode = LOOP
End
ConditionState = DAMAGED GARRISONED
Model = CBTTent04_DG
Animation = CBTTent04_DG.CBTTent04_DG
AnimationMode = LOOP
End
; night
ConditionState = NIGHT
Model = CBTTent04_N
End
ConditionState = DAMAGED NIGHT
Model = CBTTent04_DN
End
ConditionState = REALLYDAMAGED NIGHT
Model = CBTTent04_EN
End
ConditionState = RUBBLE NIGHT
Model = CBTTent04_RN
End
; night garrisoned
ConditionState = NIGHT GARRISONED
Model = CBTTent04_NG
Animation = CBTTent04_NG.CBTTent04_NG
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT GARRISONED
Model = CBTTent04_DNG
Animation = CBTTent04_DNG.CBTTent04_DNG
AnimationMode = LOOP
End
; Snow
ConditionState = SNOW
Model = CBTTent04_S
End
ConditionState = DAMAGED SNOW
Model = CBTTent04_DS
End
ConditionState = REALLYDAMAGED SNOW
Model = CBTTent04_ES
End
ConditionState = RUBBLE SNOW
Model = CBTTent04_RS
End
; snow garrisoned
ConditionState = SNOW GARRISONED
Model = CBTTent04_SG
Animation = CBTTent04_SG.CBTTent04_SG
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW GARRISONED
Model = CBTTent04_DSG
Animation = CBTTent04_DSG.CBTTent04_DSG
AnimationMode = LOOP
End
; night snow
ConditionState = SNOW NIGHT
Model = CBTTent04_SN
End
ConditionState = DAMAGED SNOW NIGHT
Model = CBTTent04_DSN
End
ConditionState = REALLYDAMAGED SNOW NIGHT
Model = CBTTent04_ESN
End
ConditionState = RUBBLE SNOW NIGHT
Model = CBTTent04_RSN
End
; night snow garrisoned
ConditionState = SNOW NIGHT GARRISONED
Model = CBTTent04_SNG
Animation = CBTTent04_SNG.CBTTent04_SNG
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW NIGHT GARRISONED
Model = CBTTent04_DSNG
Animation = CBTTent04_DSNG.CBTTent04_DSNG
AnimationMode = LOOP
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Tent
EditorSorting = STRUCTURE
Prerequisites
Object = TentUpgrade
End
VisionRange = 150
ShroudClearingRange = 500
BuildCost = 800
BuildTime = 10.0 ;in seconds
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE SELECTABLE IMMOBILE
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End
Behavior = GarrisonContain ModuleTag_03
ContainMax = 10
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 20 ;Catch fire if I take this much fire damage...
FlameDamageExpiration = 2000 ;in a span of this long
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 25 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_06
;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
;---------------------------------------------------------------------------------------
RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
End
Behavior = StealthUpdate ModuleTag_99
StealthDelay = 2000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY
HintDetectableConditions = IS_FIRING_WEAPON
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 100.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Geometry = BOX
GeometryMajorRadius = 45.0
GeometryMinorRadius = 26.0
GeometryHeight = 10.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End