mr_hymn_
  • mr_hymn_
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9 years ago
I am finally made something weird. It's a camp for infantry since I see infantry is kinda underpowered.
So I made a stinger site and renamed it "Ranger Camp" Just to provide a little extra protection against tanks.

The difference is no spawn unit, weaker version and provide no score but fast to build and cheap to build too.
Code is nearly the same only SpawnBehavior is replaced with GarrisonContain.

Behavior = GarrisonContain ModuleTag_07
ContainMax = 3
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
DamagePercentToUnits = 0%

IsEnclosingContainer = No

End

Let say all empty and need to be garrisoned by any kind of infantry. max to 3 units.

It works so great and I love it but the only thing that disturbing me the most is the way they get into that thing.

It's not stay at the spawn point but rather gathered around the building.
UserPostedImage

Any advices?
Sponsor
acidbrain
9 years ago
Good idea sir...
Maybe you can load the model into gmax/renx and check what the names of the bones are, if im not mistaking you can use some firebase logic to get those soldiers inside of the camp...
Panem et kirkinses
mr_hymn_
  • mr_hymn_
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9 years ago

Good idea sir...
Maybe you can load the model into gmax/renx and check what the names of the bones are, if im not mistaking you can use some firebase logic to get those soldiers inside of the camp...

Originally Posted by: acidbrain 



I tried the firebase logic and it doesn't work. Put in ExtraPublicBone or even run with SpawnPoint01 SpawnPoint02 SpawnPoint03 doesn't help.
I might have to look up in Gmax.
acidbrain
9 years ago
I think you have to edit the model if you want the firebase logic to work, you have to add some bones where the troops show up if they enter the model...
Panem et kirkinses
mr_hymn_
  • mr_hymn_
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9 years ago

I think you have to edit the model if you want the firebase logic to work, you have to add some bones where the troops show up if they enter the model...

Originally Posted by: acidbrain 



I am thinking the same thing.
Gameanater
9 years ago
I like this idea.

If you do edit the Stinger Site model, could you upload a copy of it here for others to use if you don't mind?
Maybe also make it a separate model so it doesn't override the existing one.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
mr_hymn_
  • mr_hymn_
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9 years ago

I like this idea.

If you do edit the Stinger Site model, could you upload a copy of it here for others to use if you don't mind?
Maybe also make it a separate model so it doesn't override the existing one.

Originally Posted by: Gameanater 



Sure and I am learning how to reskin it too.
mr_hymn_
  • mr_hymn_
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9 years ago
I made another code I called RGStingerS Instead of UBStingerS

And everything works properly but the texture is screwed up. What should I do?
UserPostedImage

Do I need to do something with texture?
mr_hymn_
  • mr_hymn_
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9 years ago
As I looked through the RenX I saw the bone was called SPAWNPOINT01 SPAWNPOINT02 SPAWNPOINT03

But I can't use them so I changed those bones to STATION01 STATION02 STATION03 same as FireBase bone. It works but texture.... I am only need this and I could work with anything
acidbrain
9 years ago
Made the models for ya...

You can use the code below for the first draw module, i also added some smoke bones for the damaged states, you can enter the camp with 4 soldiers, didnt create scaffolding so atm only gla scaffolds can be used, if you want usa or china scaffolding and construction cranes just let me know and i'll fix it for ya...
I made models for all the condition states, took the vanilla stingersite and modded it into a bit different thingy, new damaged states and such, if you find something that is not ok you know where to find me...


Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ExtraPublicBone = STATION01
    ExtraPublicBone = STATION02
    ExtraPublicBone = STATION03
    ExtraPublicBone = STATION04
    
    ; day *************************************
    ConditionState = NONE
      Model           = RngrCamp
    End
    
    ConditionState = DAMAGED
      Model           = RngrCamp_D
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
    End
    
    ConditionState = REALLYDAMAGED RUBBLE
      Model           = RngrCamp_E
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
      ParticleSysBone = SMOKE03 SmolderingSmoke
      ParticleSysBone = SMOKE04 SmolderingSmoke
    End

    ; day snow ********************************
    ConditionState = SNOW
      Model = RngrCamp_S
    End
    
    ConditionState = DAMAGED SNOW
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
      Model = RngrCamp_DS
    End
    
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model = RngrCamp_ES
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
      ParticleSysBone = SMOKE03 SmolderingSmoke
      ParticleSysBone = SMOKE04 SmolderingSmoke
    End
    
    ; night  **********************************
    ConditionState = NIGHT 
      Model           = RngrCamp_N
    End
    
    ConditionState = DAMAGED NIGHT 
      Model           = RngrCamp_DN
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
    End
    
    ConditionState = REALLYDAMAGED RUBBLE NIGHT
      Model           = RngrCamp_EN
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
      ParticleSysBone = SMOKE03 SmolderingSmoke
      ParticleSysBone = SMOKE04 SmolderingSmoke
    End
       
    ; night snow ******************************
    ConditionState = NIGHT SNOW
      Model           = RngrCamp_NS
    End
    
    ConditionState = DAMAGED NIGHT SNOW
      Model           = RngrCamp_DNS
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
    End
    
    ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
      Model           = RngrCamp_ENS
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
      ParticleSysBone = SMOKE03 SmolderingSmoke
      ParticleSysBone = SMOKE04 SmolderingSmoke
    End
       
    ;**************************************************************************************************************************
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = RngrCamp
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = RngrCamp_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
      Model              = RngrCamp_E
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model              = RngrCamp_N
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
      Model              = RngrCamp_DN
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT
      Model              = RngrCamp_EN
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = RngrCamp_S
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
      Model              = RngrCamp_DS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW
      Model              = RngrCamp_ES
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model              = RngrCamp_NS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
      Model              = RngrCamp_DNS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW
      Model              = RngrCamp_ENS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = AWAITING_CONSTRUCTION 
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED NIGHT
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE NIGHT
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED NIGHT SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE NIGHT SNOW
    AliasConditionState  = SOLD 
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED RUBBLE
    AliasConditionState  = SOLD NIGHT
    AliasConditionState  = SOLD DAMAGED NIGHT
    AliasConditionState  = SOLD REALLYDAMAGED RUBBLE NIGHT
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD DAMAGED SNOW
    AliasConditionState  = SOLD REALLYDAMAGED RUBBLE SNOW
    AliasConditionState  = SOLD NIGHT SNOW
    AliasConditionState  = SOLD DAMAGED NIGHT SNOW
    AliasConditionState  = SOLD REALLYDAMAGED RUBBLE NIGHT SNOW
    ;************************************************************************************************************************** 
  End


Greetz...😎   RangerCamp.rar (231kb) downloaded 39 time(s).
Panem et kirkinses
mr_hymn_
  • mr_hymn_
  • 50.25% (Neutral)
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9 years ago

Made the models for ya...

You can use the code below for the first draw module, i also added some smoke bones for the damaged states, you can enter the camp with 4 soldiers, didnt create scaffolding so atm only gla scaffolds can be used, if you want usa or china scaffolding and construction cranes just let me know and i'll fix it for ya...
I made models for all the condition states, took the vanilla stingersite and modded it into a bit different thingy, new damaged states and such, if you find something that is not ok you know where to find me...


Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ExtraPublicBone = STATION01
    ExtraPublicBone = STATION02
    ExtraPublicBone = STATION03
    ExtraPublicBone = STATION04
    
    ; day *************************************
    ConditionState = NONE
      Model           = RngrCamp
    End
    
    ConditionState = DAMAGED
      Model           = RngrCamp_D
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
    End
    
    ConditionState = REALLYDAMAGED RUBBLE
      Model           = RngrCamp_E
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
      ParticleSysBone = SMOKE03 SmolderingSmoke
      ParticleSysBone = SMOKE04 SmolderingSmoke
    End

    ; day snow ********************************
    ConditionState = SNOW
      Model = RngrCamp_S
    End
    
    ConditionState = DAMAGED SNOW
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
      Model = RngrCamp_DS
    End
    
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model = RngrCamp_ES
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
      ParticleSysBone = SMOKE03 SmolderingSmoke
      ParticleSysBone = SMOKE04 SmolderingSmoke
    End
    
    ; night  **********************************
    ConditionState = NIGHT 
      Model           = RngrCamp_N
    End
    
    ConditionState = DAMAGED NIGHT 
      Model           = RngrCamp_DN
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
    End
    
    ConditionState = REALLYDAMAGED RUBBLE NIGHT
      Model           = RngrCamp_EN
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
      ParticleSysBone = SMOKE03 SmolderingSmoke
      ParticleSysBone = SMOKE04 SmolderingSmoke
    End
       
    ; night snow ******************************
    ConditionState = NIGHT SNOW
      Model           = RngrCamp_NS
    End
    
    ConditionState = DAMAGED NIGHT SNOW
      Model           = RngrCamp_DNS
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
    End
    
    ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
      Model           = RngrCamp_ENS
      ParticleSysBone = SMOKE01 SmolderingSmoke
      ParticleSysBone = SMOKE02 SmolderingSmoke
      ParticleSysBone = SMOKE03 SmolderingSmoke
      ParticleSysBone = SMOKE04 SmolderingSmoke
    End
       
    ;**************************************************************************************************************************
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = RngrCamp
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = RngrCamp_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
      Model              = RngrCamp_E
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model              = RngrCamp_N
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
      Model              = RngrCamp_DN
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT
      Model              = RngrCamp_EN
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = RngrCamp_S
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
      Model              = RngrCamp_DS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW
      Model              = RngrCamp_ES
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model              = RngrCamp_NS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
      Model              = RngrCamp_DNS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW
      Model              = RngrCamp_ENS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = AWAITING_CONSTRUCTION 
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED NIGHT
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE NIGHT
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED NIGHT SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE NIGHT SNOW
    AliasConditionState  = SOLD 
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED RUBBLE
    AliasConditionState  = SOLD NIGHT
    AliasConditionState  = SOLD DAMAGED NIGHT
    AliasConditionState  = SOLD REALLYDAMAGED RUBBLE NIGHT
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD DAMAGED SNOW
    AliasConditionState  = SOLD REALLYDAMAGED RUBBLE SNOW
    AliasConditionState  = SOLD NIGHT SNOW
    AliasConditionState  = SOLD DAMAGED NIGHT SNOW
    AliasConditionState  = SOLD REALLYDAMAGED RUBBLE NIGHT SNOW
    ;************************************************************************************************************************** 
  End


Greetz...😎

Originally Posted by: acidbrain 



Thank you very much. Really appreciate your kindness.
mr_hymn_
  • mr_hymn_
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9 years ago
Awesome result.
UserPostedImage

But I am really want to know too if I did it wrong because I duplicate the stinger site model and import to Gmax then rename the SPAWNPOINT to STATION, export then placed in the game to try but why texture is gone wrong?

Please help me I am really want to know it.
mr_hymn_
  • mr_hymn_
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9 years ago
Can you help me with USA scaffolding please.
acidbrain
9 years ago


But I am really want to know too if I did it wrong because I duplicate the stinger site model and import to Gmax then rename the SPAWNPOINT to STATION, export then placed in the game to try but why texture is gone wrong?

Please help me I am really want to know it.

Originally Posted by: Mr_Hymn_ 


If you have an object in Gmax/Renx which has multiple textures or multiple passes it only saves the first texture when you export it to W3D, the stinger site had combined objects with multiple textures.
If you want to edit the model you have to separate the main object into multiple object again and apply the right textures to the new objects.
The ground texture and the camonetting are textures with alpha blend transparency so if you load a W3D file, change the bones and export it again you don't have the transparency setting anymore, you have to redo those settings before you export your model.
The same goes for objects with multiple passes, night models and reflective glass have multiple passes and only one pass is saved when you export to W3D.
It is handy to save new models or edited models to a Gmax file and W3D because the Gmax file saves all the settings and W3D doesn't so if you want to edit your exported model again you can use the Gmax file.

Can you help me with USA scaffolding please.

Originally Posted by: Mr_Hymn_ 


No problem, i´ll fix those models for ya...
Do you only want to use the ranger camp for USA or also for other factions?
If you only want the camp for the USA I will rename the models to ´ABRngrCamp´ so the right naming convention is used...

Greetz
Panem et kirkinses
mr_hymn_
  • mr_hymn_
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9 years ago
Currently would be a US first and I don't want to bother you too much. I am working on the Vehicle dig out too.
acidbrain
9 years ago
You can use the construction zone fence and scaffolding from the supplydropzone, fits like a glove...:P
Here is the code:


; ------------ construction-zone fence -----------------
  Draw                = W3DModelDraw ModuleTag_02
  AnimationsRequirePower = No
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  ; ------------ under-construction scaffolding -----------------
  Draw                = W3DModelDraw ModuleTag_03
  AnimationsRequirePower = No
    MinLODRequired    = MEDIUM
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = SNOW PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

Greetz
Panem et kirkinses