LordShade
  • LordShade
  • 52.25% (Neutral)
  • Private Topic Starter
14 years ago
hi i wanted to transplant a unit, the "archangel" from the xenoforce mod to my own mod, but there are so many things that can go wrong. i almost had it but when i go to the game click on build and, place it on the ground, there, the game crashes.

im asking for some ideas, why could this be happening?
Here is the code...but i doubt someone will take a look at it soon.
apreciate any help or ideas on what it could be. no need to read the whole thing, just give something to try =P




Object ArchAngle

; *** ART Parameters ***
SelectPortrait = Arcangle
ButtonImage = Arcangle

;UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon
;UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower
;UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker

Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures

OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes
;ExtraPublicBone = WeaponB01
;ExtraPublicBone = WeaponB02

DefaultConditionState
Model = Garch
HideSubObject = WeaponA01 WeaponA02 WeaponB01 WeaponB02 WeaponB03 WeaponB04 WeaponB05 WeaponB06 WeaponB07 WeaponB08 WeaponB09 WeaponB10 WeaponB11 WeaponB12 WeaponB13 WeaponB14 WeaponB15 WeaponB16 WeaponB17 WeaponB18 WeaponB19 WeaponB20 WeaponB21 WeaponB22 WeaponB23 WeaponB24 Engine01 Engine02 Engine03 Engine04 Engine05 Engine06 Engine07 Engine08 Engine09
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW

ConditionState = MOVING
Model = Garch
ParticleSysBone = Engine01 SDF-1Trail
ParticleSysBone = Engine02 SDF-1Trail
ParticleSysBone = Engine03 SDF-1Trail
ParticleSysBone = Engine04 SDF-1Trail
ParticleSysBone = Engine05 SDF-1Trail
ParticleSysBone = Engine06 SDF-1Trail
ParticleSysBone = Engine07 SDF-1Trail
ParticleSysBone = Engine08 SDF-1Trail
ParticleSysBone = Engine09 SDF-1Trail
ParticleSysBone = Engine01 EngineEmitter
ParticleSysBone = Engine02 EngineEmitter
ParticleSysBone = Engine03 EngineEmitter
ParticleSysBone = Engine04 EngineEmitter
ParticleSysBone = Engine05 EngineEmitter
ParticleSysBone = Engine06 EngineEmitter
ParticleSysBone = Engine07 EngineEmitter
ParticleSysBone = Engine08 EngineEmitter
ParticleSysBone = Engine09 EngineEmitter
TransitionKey = TRANS_Stand
End
AliasConditionState = NIGHT MOVING
AliasConditionState = SNOW MOVING
AliasConditionState = NIGHT SNOW MOVING

ConditionState = DAMAGED
Model = GarchDam
End
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED

ConditionState = DAMAGED MOVING
Model = GarchDam
ParticleSysBone = Engine01 SDF-1Trail
ParticleSysBone = Engine02 SDF-1Trail
ParticleSysBone = Engine03 SDF-1Trail
ParticleSysBone = Engine04 SDF-1Trail
ParticleSysBone = Engine05 SDF-1Trail
ParticleSysBone = Engine06 SDF-1Trail
ParticleSysBone = Engine07 SDF-1Trail
ParticleSysBone = Engine08 SDF-1Trail
ParticleSysBone = Engine09 SDF-1Trail
ParticleSysBone = Engine01 EngineEmitter
ParticleSysBone = Engine02 EngineEmitter
ParticleSysBone = Engine03 EngineEmitter
ParticleSysBone = Engine04 EngineEmitter
ParticleSysBone = Engine05 EngineEmitter
ParticleSysBone = Engine06 EngineEmitter
ParticleSysBone = Engine07 EngineEmitter
ParticleSysBone = Engine08 EngineEmitter
ParticleSysBone = Engine09 EngineEmitter
TransitionKey = TRANS_StandDamaged
End
AliasConditionState = NIGHT DAMAGED MOVING
AliasConditionState = SNOW DAMAGED MOVING
AliasConditionState = NIGHT SNOW DAMAGED MOVING

ConditionState = REALLYDAMAGED
Model = GarchDam
End
AliasConditionState = NIGHT REALLYDAMAGED
AliasConditionState = SNOW REALLYDAMAGED
AliasConditionState = NIGHT SNOW REALLYDAMAGED

ConditionState = REALLYDAMAGED MOVING
Model = GarchDam
ParticleSysBone = Engine01 SDF-1Trail
ParticleSysBone = Engine02 SDF-1Trail
ParticleSysBone = Engine03 SDF-1Trail
ParticleSysBone = Engine04 SDF-1Trail
ParticleSysBone = Engine05 SDF-1Trail
ParticleSysBone = Engine06 SDF-1Trail
ParticleSysBone = Engine07 SDF-1Trail
ParticleSysBone = Engine08 SDF-1Trail
ParticleSysBone = Engine09 SDF-1Trail
ParticleSysBone = Engine01 EngineEmitter
ParticleSysBone = Engine02 EngineEmitter
ParticleSysBone = Engine03 EngineEmitter
ParticleSysBone = Engine04 EngineEmitter
ParticleSysBone = Engine05 EngineEmitter
ParticleSysBone = Engine06 EngineEmitter
ParticleSysBone = Engine07 EngineEmitter
ParticleSysBone = Engine08 EngineEmitter
ParticleSysBone = Engine09 EngineEmitter
TransitionKey = TRANS_StandDamaged
End
AliasConditionState = NIGHT REALLYDAMAGED MOVING
AliasConditionState = SNOW REALLYDAMAGED MOVING
AliasConditionState = NIGHT SNOW REALLYDAMAGED MOVING

;*** UNPACKING STATE -- preparing to fire ***
ConditionState = UNPACKING
Model = Garch-P
Animation = Garch-P.Garch-P
AnimationMode = ONCE
End
AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
AliasConditionState = NIGHT UNPACKING
AliasConditionState = SNOW UNPACKING
AliasConditionState = NIGHT SNOW UNPACKING
AliasConditionState = NIGHT UNPACKING BETWEEN_FIRING_SHOTS_A
AliasConditionState = SNOW UNPACKING BETWEEN_FIRING_SHOTS_A
AliasConditionState = NIGHT SNOW UNPACKING BETWEEN_FIRING_SHOTS_A
;***

ConditionState = DAMAGED UNPACKING
Model = Garch-PDam
Animation = Garch-PDam.Garch-PDam
AnimationMode = ONCE
End
AliasConditionState = DAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
AliasConditionState = NIGHT UNPACKING DAMAGED
AliasConditionState = SNOW UNPACKING DAMAGED
AliasConditionState = NIGHT SNOW UNPACKING DAMAGED
AliasConditionState = NIGHT UNPACKING BETWEEN_FIRING_SHOTS_A DAMAGED
AliasConditionState = SNOW UNPACKING BETWEEN_FIRING_SHOTS_A DAMAGED
AliasConditionState = NIGHT SNOW UNPACKING BETWEEN_FIRING_SHOTS_A DAMAGED

ConditionState = REALLYDAMAGED UNPACKING
Model = Garch-PDam
Animation = Garch-PDam.Garch-PDam
AnimationMode = ONCE
End
AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
AliasConditionState = NIGHT UNPACKING REALLYDAMAGED
AliasConditionState = SNOW UNPACKING REALLYDAMAGED
AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED
AliasConditionState = NIGHT UNPACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = SNOW UNPACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = NIGHT SNOW UNPACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED

;*** PACKING STATE -- preparing to move ***
ConditionState = PACKING
Model = Garch-P
Animation = Garch-P.Garch-P
AnimationMode = ONCE_BACKWARDS
TransitionKey = TRANS_Stabbing
End
AliasConditionState = NIGHT PACKING
AliasConditionState = SNOW PACKING
AliasConditionState = NIGHT SNOW PACKING
AliasConditionState = NIGHT PACKING BETWEEN_FIRING_SHOTS_A
AliasConditionState = SNOW PACKING BETWEEN_FIRING_SHOTS_A
AliasConditionState = NIGHT SNOW PACKING BETWEEN_FIRING_SHOTS_A

AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;***

ConditionState = DAMAGED PACKING
Model = Garch-PDam
Animation = Garch-PDam.Garch-PDam
AnimationMode = ONCE_BACKWARDS
TransitionKey = TRANS_StabbingDamaged
End
AliasConditionState = DAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
AliasConditionState = NIGHT PACKING DAMAGED
AliasConditionState = SNOW PACKING DAMAGED
AliasConditionState = NIGHT SNOW PACKING DAMAGED
AliasConditionState = NIGHT PACKING BETWEEN_FIRING_SHOTS_A DAMAGED
AliasConditionState = SNOW PACKING BETWEEN_FIRING_SHOTS_A DAMAGED
AliasConditionState = NIGHT SNOW PACKING BETWEEN_FIRING_SHOTS_A DAMAGED

ConditionState = REALLYDAMAGED PACKING
Model = Garch-PDam
Animation = Garch-PDam.Garch-PDam
AnimationMode = ONCE_BACKWARDS
TransitionKey = TRANS_StabbingDamaged
End
AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
AliasConditionState = NIGHT PACKING REALLYDAMAGED
AliasConditionState = SNOW PACKING REALLYDAMAGED
AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED
AliasConditionState = NIGHT PACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = SNOW PACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = NIGHT SNOW PACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED

;*** DEPLOYED STATE -- ready to fire ***
ConditionState = DEPLOYED
Model = Garch-D
TransitionKey = TRANS_Stabbing
End
AliasConditionState = DEPLOYED FIRING_A
AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A
AliasConditionState = DEPLOYED RELOADING_A
AliasConditionState = DEPLOYED MOVING
AliasConditionState = NIGHT DEPLOYED
AliasConditionState = NIGHT DEPLOYED FIRING_A
AliasConditionState = NIGHT DEPLOYED BETWEEN_FIRING_SHOTS_A
AliasConditionState = NIGHT DEPLOYED RELOADING_A
AliasConditionState = NIGHT DEPLOYED MOVING
AliasConditionState = SNOW DEPLOYED
AliasConditionState = SNOW DEPLOYED FIRING_A
AliasConditionState = SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A
AliasConditionState = SNOW DEPLOYED RELOADING_A
AliasConditionState = SNOW DEPLOYED MOVING
AliasConditionState = NIGHT SNOW DEPLOYED
AliasConditionState = NIGHT SNOW DEPLOYED FIRING_A
AliasConditionState = NIGHT SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A
AliasConditionState = NIGHT SNOW DEPLOYED RELOADING_A
AliasConditionState = NIGHT SNOW DEPLOYED MOVING

ConditionState = DEPLOYED DAMAGED
Model = Garch-DDam
TransitionKey = TRANS_StabbingDamaged
End
AliasConditionState = DEPLOYED DAMAGED FIRING_A
AliasConditionState = DEPLOYED DAMAGED BETWEEN_FIRING_SHOTS_A
AliasConditionState = DEPLOYED DAMAGED RELOADING_A
AliasConditionState = DEPLOYED DAMAGED MOVING
AliasConditionState = NIGHT DEPLOYED DAMAGED
AliasConditionState = NIGHT DEPLOYED FIRING_A DAMAGED
AliasConditionState = NIGHT DEPLOYED BETWEEN_FIRING_SHOTS_A DAMAGED
AliasConditionState = NIGHT DEPLOYED RELOADING_A DAMAGED
AliasConditionState = NIGHT DEPLOYED MOVING DAMAGED
AliasConditionState = SNOW DEPLOYED DAMAGED
AliasConditionState = SNOW DEPLOYED FIRING_A DAMAGED
AliasConditionState = SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A DAMAGED
AliasConditionState = SNOW DEPLOYED RELOADING_A DAMAGED
AliasConditionState = SNOW DEPLOYED MOVING DAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED FIRING_A DAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A DAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED RELOADING_A DAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED MOVING DAMAGED

ConditionState = DEPLOYED REALLYDAMAGED
Model = Garch-DDam
TransitionKey = TRANS_StabbingDamaged
End
AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A
AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A
AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A
AliasConditionState = DEPLOYED REALLYDAMAGED MOVING
AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED
AliasConditionState = NIGHT DEPLOYED FIRING_A REALLYDAMAGED
AliasConditionState = NIGHT DEPLOYED BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = NIGHT DEPLOYED RELOADING_A REALLYDAMAGED
AliasConditionState = NIGHT DEPLOYED MOVING REALLYDAMAGED
AliasConditionState = SNOW DEPLOYED REALLYDAMAGED
AliasConditionState = SNOW DEPLOYED FIRING_A REALLYDAMAGED
AliasConditionState = SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = SNOW DEPLOYED RELOADING_A REALLYDAMAGED
AliasConditionState = SNOW DEPLOYED MOVING REALLYDAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED FIRING_A REALLYDAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED RELOADING_A REALLYDAMAGED
AliasConditionState = NIGHT SNOW DEPLOYED MOVING REALLYDAMAGED

TransitionState = TRANS_Stabbing TRANS_Stand
Model = Garch-P
Animation = Garch-P.Garch-P
AnimationMode = ONCE_BACKWARDS
End

TransitionState = TRANS_StabbingDamaged TRANS_StandDamaged
Model = Garch-PDam
Animation = Garch-PDam.Garch-PDam
AnimationMode = ONCE_BACKWARDS
End

ConditionState = RUBBLE
Model = GarchDam
End
AliasConditionState = NIGHT RUBBLE
AliasConditionState = SNOW RUBBLE
AliasConditionState = NIGHT SNOW RUBBLE
ConditionState = RUBBLE MOVING
Model = GarchDam
ParticleSysBone = Engine01 HelixExhaust
ParticleSysBone = Engine02 HelixExhaust
ParticleSysBone = Engine03 HelixExhaust
ParticleSysBone = Engine04 HelixExhaust
ParticleSysBone = Engine05 HelixExhaust
ParticleSysBone = Engine06 HelixExhaust
ParticleSysBone = Engine07 HelixExhaust
ParticleSysBone = Engine08 HelixExhaust
ParticleSysBone = Engine09 HelixExhaust
End
AliasConditionState = NIGHT RUBBLE MOVING
AliasConditionState = SNOW RUBBLE MOVING
AliasConditionState = NIGHT SNOW RUBBLE MOVING

ConditionState = RUBBLE SPECIAL_DAMAGED
Model = Garch
End
AliasConditionState = NIGHT RUBBLE SPECIAL_DAMAGED
AliasConditionState = SNOW RUBBLE SPECIAL_DAMAGED
AliasConditionState = NIGHT SNOW RUBBLE SPECIAL_DAMAGED
;**************************************************************************************************************************
;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 = Garch
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 = Garch
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 = Garch
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 = Garch
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 = Garch
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 = Garch
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

; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_02
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 = Sparks01 BuildUpSmokeChina
ParticleSysBone = Sparks02 BuildUpSmokeChina
ParticleSysBone = Sparks03 BuildUpSmokeChina
ParticleSysBone = Sparks04 BuildUpSmokeChina
ParticleSysBone = Sparks05 BuildUpSmokeChina
ParticleSysBone = Sparks06 BuildUpSmokeChina
ParticleSysBone = Sparks07 BuildUpSmokeChina
ParticleSysBone = Sparks08 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBAirfield_A6N
Animation = NBAirfield_A6N.NBAirfield_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpSmokeChina
ParticleSysBone = Sparks02 BuildUpSmokeChina
ParticleSysBone = Sparks03 BuildUpSmokeChina
ParticleSysBone = Sparks04 BuildUpSmokeChina
ParticleSysBone = Sparks05 BuildUpSmokeChina
ParticleSysBone = Sparks06 BuildUpSmokeChina
ParticleSysBone = Sparks07 BuildUpSmokeChina
ParticleSysBone = Sparks08 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBAirfield_A6S
Animation = NBAirfield_A6S.NBAirfield_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpSmokeChina
ParticleSysBone = Sparks02 BuildUpSmokeChina
ParticleSysBone = Sparks03 BuildUpSmokeChina
ParticleSysBone = Sparks04 BuildUpSmokeChina
ParticleSysBone = Sparks05 BuildUpSmokeChina
ParticleSysBone = Sparks06 BuildUpSmokeChina
ParticleSysBone = Sparks07 BuildUpSmokeChina
ParticleSysBone = Sparks08 BuildUpSmokeChina
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBAirfield_A6SN
Animation = NBAirfield_A6SN.NBAirfield_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpSmokeChina
ParticleSysBone = Sparks02 BuildUpSmokeChina
ParticleSysBone = Sparks03 BuildUpSmokeChina
ParticleSysBone = Sparks04 BuildUpSmokeChina
ParticleSysBone = Sparks05 BuildUpSmokeChina
ParticleSysBone = Sparks06 BuildUpSmokeChina
ParticleSysBone = Sparks07 BuildUpSmokeChina
ParticleSysBone = Sparks08 BuildUpSmokeChina
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_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 = 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

PlacementViewAngle = -135

; ***DESIGN parameters ***
DisplayName = OBJECT:ArchAngel
EditorSorting = STRUCTURE ;VEHICLE
Side = Gundam
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 600
BuildCost = 5000
BuildTime = 120.0 ;in seconds
Prerequisites

End
ExperienceValue = 50 100 150 200 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes
CommandSet = ArchAngleCommandSet

ArmorSet
Conditions = None
Armor = PSArmor
DamageFX = TankDamageFX
End

WeaponSet
Conditions = None
Weapon = PRIMARY ArchAngleGun
AutoChooseSources = PRIMARY None
End
MaxSimultaneousOfType = 1
; *** AUDIO Parameters ***
VoiceSelect = HelixVoiceSelect
VoiceMove = HelixVoiceMove
VoiceAttack = HelixVoiceAttack
SoundAmbient = HelixAmbientLoop
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = HelixVoiceCreate
VoiceUnload = HelixVoiceUnload
VoiceGarrison = HelixVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE AIRCRAFT SCORE CAN_ATTACK EMP_HARDENED HERO

Body = ActiveBody ModuleTag_05
MaxHealth = 5000.0
InitialHealth = 5000.0
End

Behavior = FXListDie ModuleTag_06
DeathFX = FX_HelicopterStartDeath
End

Behavior = TransitionDamageFX ModuleTag_07
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End

Behavior = DeployStyleAIUpdate ModuleTag_11
Turret
TurretTurnRate = 0
TurretPitchRate = 0
ControlledWeaponSlots = PRIMARY
InitiallyDisabled = Yes
End
AutoAcquireEnemiesWhenIdle = No
PackTime = 2999
UnpackTime = 2999
TurretsFunctionOnlyWhenDeployed = Yes
TurretsMustCenterBeforePacking = Yes
ManualDeployAnimations = No
End

Locomotor = SET_NORMAL ArchAngleLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor


Behavior = PhysicsBehavior ModuleTag_09
Mass = 10000.0
End

Behavior = HelicopterSlowDeathBehavior ModuleTag_10
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = HelixDamagedLoop
MinSelfSpin = 40 ; in degrees per second
MaxSelfSpin = 120 ; in degrees per second
SelfSpinUpdateDelay = 300 ; in milliseconds
SelfSpinUpdateAmount = 5 ; in degrees
FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1000 ; in milliseconds
MaxBladeFlyOffDelay = 1000 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = HelixBlades
BladeBoneName = Propeller01
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_HelixHelicopterBlowUpBig
OCLFinalBlowUp = OCL_HelixBlades
DelayFromGroundToFinalDeath = 30
FinalRubbleObject = ArchAngelRubbleHull
End

...

Sponsor
BR-Alexandre
14 years ago
really lots of reasons, try just 'copy and paste' the unit or post its codes here
can't help more than this, as i have 0 experience in modding
"The Only Way To Have Peace is Prepare for War" <---I forgot who said this...
"Lasers make superior weapons!" <--- Townes
"Laser crusader ready for engagement" <--- Laser Crusader Tank
"Tactical lasers online" <--- Avenger Support Venhice
"Storm climbed mountain" <--- Pathfinder Elite Infantry
"Ready for covert mission" <--- Stealth Fighter Tactical Support