Object FutureTechStrategyCenter ; *** 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:FutureTechStrategyCenter Side = FutureTech EditorSorting = STRUCTURE Prerequisites Object = FutureTechWarFactory FutureTechAmericaAirfield End CommandSet = FutureTechStrategyCenterCommandSet 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 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 FS_STRATEGY_CENTER FS_ADVANCED_TECH Body = StructureBody ModuleTag_10 MaxHealth = 1500.0 InitialHealth = 1500.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 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... 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 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 = SpyVisionSpecialPower SpyTag_1 SpecialPowerTemplate = SuperweaponCIAIntelligence BaseDuration = 30000 ;in milliseconds BonusDurationPerCaptured = 10000 ;in milliseconds MaxDuration = 240000 ;in milliseconds End Behavior = SpyVisionUpdate SpyTag_2 ; 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 = 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 CommandButton Command_ConstructFutureTechStrategyCenter Command = DOZER_CONSTRUCT Object = FutureTechStrategyCenter TextLabel = CONTROLBAR:ConstructFutureTechStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandSet FutureTechStrategyCenterCommandSet ;1 = Command_InitiateBattlePlanBombardment ; 2 = Command_CIAIntelligence ; 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun ;5 = Command_InitiateBattlePlanSearchAndDestroy ; 6 = Command_UpgradeAmericaChemicalSuits ; 7 = Command_UpgradeAmericaMOAB ; 8 = Command_UpgradeAmericaCompositeArmor ;9 = Command_UpgradeAmericaAdvancedTraining ; 10 = Command_UpgradeAmericaDroneArmor ; 11 = Command_StrategyCenter_Stop ;13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet FutureTechDozerCommandSet 1 = Command_ConstructFutureTechPowerPlant 2 = Command_ConstructFutureTechStrategyCenter 3 = Command_ConstructFutureTechBarracks ;4 = Command_ConstructAmericaSupplyDropZone 5 = Command_ConstructFutureTechSupplyCenter ;6 = Command_ConstructAmericaParticleCannonUplink ;7 = Command_ConstructAmericaPatriotBattery 8 = Command_ConstructFutureTechCommandCenter ;9 = Command_ConstructAmericaFireBase 11 = Command_ConstructFutureTechWarFactory 13 = Command_ConstructFutureTechAirfield 14 = Command_DisarmMinesAtPosition End