klingondragon
11 years ago
i took the code for us airfield and changed the art to the gla airfield found in w3d.big
it works fine but the planes dont spawn in their hanger just on the airfield all in one pile
also when landing they dont approch as planes but as helicopters and just land straight down in a pile causing the bottom ones to be destroyed
Sponsor
klingondragon
11 years ago
;------------------------------------------------------------------------------
Object SBossAirfield

; *** 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 = UBArFrcCmd
Animation = UBArFrcCmd.UBArFrcCmd
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = UBArFrcCmd_D
Animation = UBArFrcCmd_D.UBArFrcCmd_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBArFrcCmd_E
Animation = UBArFrcCmd_E.UBArFrcCmd_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 = UBArFrcCmd
Animation = UBArFrcCmd.UBArFrcCmd
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = UBArFrcCmd_D
Animation = UBArFrcCmd_D.UBArFrcCmd_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBArFrcCmd_E
Animation = UBArFrcCmd_E.UBArFrcCmd_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

; night ******************************************
ConditionState = NIGHT
Model = UBArFrcCmd_N
Animation = UBArFrcCmd_N.UBArFrcCmd_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = UBArFrcCmd_DN
Animation = UBArFrcCmd_DN.UBArFrcCmd_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBArFrcCmd_EN
Animation = UBArFrcCmd_EN.UBArFrcCmd_EN
AnimationMode = LOOP
End

ConditionState = NIGHT SNOW
Model = UBArFrcCmd_N
Animation = UBArFrcCmd_N.UBArFrcCmd_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBArFrcCmd_DN
Animation = UBArFrcCmd_DN.UBArFrcCmd_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UBArFrcCmd_EN
Animation = UBArFrcCmd_EN.UBArFrcCmd_EN
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 = UBArFrcCmd
Animation = UBArFrcCmd.UBArFrcCmd
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBArFrcCmd_D
Animation = UBArFrcCmd_D.UBArFrcCmd_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBArFrcCmd_E
Animation = UBArFrcCmd_E.UBArFrcCmd_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBArFrcCmd_N
Animation = UBArFrcCmd_N.UBArFrcCmd_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBArFrcCmd_DN
Animation = UBArFrcCmd_DN.UBArFrcCmd_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBArFrcCmd_EN
Animation = UBArFrcCmd_EN.UBArFrcCmd_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBArFrcCmd
Animation = UBArFrcCmd.UBArFrcCmd
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBArFrcCmd_D
Animation = UBArFrcCmd_D.UBArFrcCmd_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBArFrcCmd_E
Animation = UBArFrcCmd_E.UBArFrcCmd_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBArFrcCmd_N
Animation = UBArFrcCmd_N.UBArFrcCmd_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBArFrcCmd_DN
Animation = UBArFrcCmd_DN.UBArFrcCmd_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBArFrcCmd_EN
Animation = UBArFrcCmd_EN.UBArFrcCmd_EN
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
klingondragon
11 years ago
**************************************************************************************************************************

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 = UBArFrcCmd_A2
Animation = UBArFrcCmd_A2.UBArFrcCmd_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_1_OPENING
Model = UBArFrcCmd_A2
Animation = UBArFrcCmd_A2.UBArFrcCmd_A2
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 = UBArFrcCmd_A2
Animation = UBArFrcCmd_A2.UBArFrcCmd_A2
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 = UBArFrcCmd_A2
Animation = UBArFrcCmd_A2.UBArFrcCmd_A2
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 = UBArFrcCmd_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 = UBArFrcCmd_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 = UBArFrcCmd_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 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 = UBArFrcCmd_A3
Animation = UBArFrcCmd_A3.UBArFrcCmd_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_2_OPENING
Model = UBArFrcCmd_A3
Animation = UBArFrcCmd_A3.UBArFrcCmd_A3
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 = UBArFrcCmd_A3
Animation = UBArFrcCmd_A3.UBArFrcCmd_A3
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 = UBArFrcCmd_A3
Animation = UBArFrcCmd_A3.UBArFrcCmd_A3
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 = UBArFrcCmd_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 = UBArFrcCmd_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 = UBArFrcCmd_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

; ----------------- door #3 -------------------
Draw = W3DModelDraw ModuleTag_05
DefaultConditionState
Model = UBArFrcCmd_A4
Animation = UBArFrcCmd_A4.UBArFrcCmd_A4
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 = UBArFrcCmd_A4
Animation = UBArFrcCmd_A4.UBArFrcCmd_A4
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 = UBArFrcCmd_A4
Animation = UBArFrcCmd_A4.UBArFrcCmd_A4
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 = UBArFrcCmd_A4
Animation = UBArFrcCmd_A4.UBArFrcCmd_A4
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 = UBArFrcCmd_A4
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 = UBArFrcCmd_A4
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 = UBArFrcCmd_A4
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

klingondragon
11 years ago
;**************************************************************************************************************************

End

; ----------------- door #4 -------------------
Draw = W3DModelDraw ModuleTag_06
DefaultConditionState
Model = UBArFrcCmd_A5
Animation = UBArFrcCmd_A5.UBArFrcCmd_A5
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 = UBArFrcCmd_A5
Animation = UBArFrcCmd_A5.UBArFrcCmd_A5
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 = UBArFrcCmd_A5
Animation = UBArFrcCmd_A5.UBArFrcCmd_A5
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 = UBArFrcCmd_A5
Animation = UBArFrcCmd_A5.UBArFrcCmd_A5
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 = UBArFrcCmd_A5
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 = UBArFrcCmd_A5
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 = UBArFrcCmd_A5
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


klingondragon
11 years ago
; ***DESIGN parameters ***
DisplayName = OBJECT:Airfield
Side = SuperBoss
EditorSorting = STRUCTURE
Prerequisites
Object = SBossSupplyCenter
End
BuildCost = 1000
BuildTime = 20.0 ; in seconds
EnergyProduction = -1
CommandSet = SBossAirfield
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
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD
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 = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 10
NumRows = 2
NumCols = 2
HasRunways = Yes
ApproachHeight = 50
ParkInHangars = Yes
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
acidbrain
11 years ago
The model doesnt have the right bones for it to work properly

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

I have fixed models somewhere, if i find them i´ll post them.

Greetz and have fun
Panem et kirkinses
NewNightmare
11 years ago
Here's a 2-slot airfield with helipad I made long time ago, I'm not sure if it's all rigged, but from what I remember it worked well
UserPostedImage
And I don't think I have the code for it, but have fun nevertheless, if you get the code working with it, post it so we can dump it into 1 rar for people to use.
... Too big to upload as attachment, here:
http://www.speedyshare.com/pFdde/Airfield.rar 
klingondragon
11 years ago

The model doesnt have the right bones for it to work properly


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

I have fixed models somewhere, if i find them i´ll post them.

Greetz and have fun

Originally Posted by: acidbrain 




Wher do I put this?
I can only mod .ini and .csf as I don't have the tools to mod anything else
qqqqqqqqqp
11 years ago
The same thing happens to my Aircraft carrier but i think my problem is the fact of me making it moveable but for some reason my gmax dost export the bones

9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes
Want a peek? Visit this page
Advanced warfare 
klingondragon
11 years ago
I don't have gmax and I cant edit .w3d
Would someone lease edit it for me and ost it up here
acidbrain
11 years ago

I don't have gmax and I cant edit .w3d
Would someone lease edit it for me and ost it up here

Originally Posted by: KlingonDragon 



Im working on it for a week now, the airfield in W3D.big can't be used, the design isn't good, found a better GLA Airfield in "BengsLaserDemoNukeModV2" but there are no right constructionzonefence, scaffolding, snow and night models.
Almost finished.

Greetz and have fun

Panem et kirkinses
klingondragon
11 years ago
Id rather use the original
Also I just used the America construction
acidbrain
11 years ago

Id rather use the original
Also I just used the America construction

Originally Posted by: KlingonDragon 



The layout of the building isnt good, it looks like crap when planes use it, tested it, the planes can only use a real small piece of runway to take off, it looks like crap.
The building from bengs mod is much better, same layout as usa or china airfield.
If you use american scaffolding and constructionzonefence models with gla buildings it also looks like crap, thats why i made new models, snow and night included.
I bet you didnt even check bengs mod to see what the building looks like, right?
Panem et kirkinses
qqqqqqqqqp
11 years ago
If i could get one of my things to keep it's bones when i export it i would help but i haven't got any of my own units to keep its bones

9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes
Want a peek? Visit this page
Advanced warfare 
klingondragon
11 years ago
No I didn't check his mod cos I'm browsing the forums on my phone
Also id rather use the original not because I think the layout is good or it looks good but because ea made it and I trust ea more than other modders
Also as for night and snow I find using the day model works fine also the us fence may not have been the best choice but again ea not random modders on the internet
No offence its just my preference
acidbrain
11 years ago

No I didn't check his mod cos I'm browsing the forums on my phone
Also id rather use the original not because I think the layout is good or it looks good but because ea made it and I trust ea more than other modders
Also as for night and snow I find using the day model works fine also the us fence may not have been the best choice but again ea not random modders on the internet
No offence its just my preference

Originally Posted by: klingondragon 



Ok, email EA for the models and ask them for help, good luck
You really are from another planet
Panem et kirkinses
klingondragon
11 years ago
You and I both know ea would be of no use
klingondragon
11 years ago
I would still like some help with the model
I realise now the code is not the problem
I just need the bones for the model so I can use this airfield in 3 mods I'm making at the moment
Untill then I'm still using it and ignoring the bad runways
acidbrain
11 years ago

I would still like some help with the model
I realise now the code is not the problem
I just need the bones for the model so I can use this airfield in 3 mods I'm making at the moment
Untill then I'm still using it and ignoring the bad runways

Originally Posted by: KlingonDragon 



If you are patient you will get an airfield which is much better than the one already in game with the crappy design.
Conditionstates: Day, Night, Snow, Garrisoned and Fortified, new construction zone fence and new scaffolding models.
I have to make 30+ models so again be patient, if you really want to use the crappy airfield than start to learn making models yourself or call EA.
I know you trust EA more than modders but modders is the only thing you´ve got so stop wining and be happy with what you get.

Peace out 😎


Panem et kirkinses
Annihilationzh
11 years ago

I know you trust EA more than modders but modders

Originally Posted by: acidbrain 


Something about this seems morally wrong.

You really are from another planet

Originally Posted by: acidbrain 


And that's how you become a US congressman.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.