Jundiyy
  • Jundiyy
  • 50.25% (Neutral)
  • Captain Topic Starter
8 years ago
Hello,
I have 2 questions.

1. I have already done this a few times but I've gone wrong somewhere.
I combined a civilian building with a power plant to make a GLA power plant, everything works perfect apart from when I want to start building it.
When I place the scaffold down the building is already being shown, not like the normal way, where the building only comes up out of the ground. (See pic 1). I have made buildings before and managed to get rid of this problem but not sure where I am going wrong here.

2. Once I get the building to come out of the ground only, is it possible to have both buildings come up together, rather than the civilian one being built first then the power plant just appearing on to it? (See pic 2 for the end result.)

My coding for the building is as follows , I know I am missing something somewhere.


;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = CBTOutpost_G
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = CBTOutpost_DG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = CBTOutpost_DG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = CBTOutpost_NG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = CBTOutpost_DNG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = CBTOutpost_DNG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = CBTOutpost_SG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = CBTOutpost_DSG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = CBTOutpost_DSG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = CBTOutpost_SNG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = CBTOutpost_DSNG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = CBTOutpost_DSNG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

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

End

; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02Fence
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT

End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4
Animation = UBBlackMkt_A4.UBBlackMkt_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4N
Animation = UBBlackMkt_A4N.UBBlackMkt_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4S
Animation = UBBlackMkt_A4S.UBBlackMkt_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4SN
Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBBlackMkt_A4
Animation = UBBlackMkt_A4.UBBlackMkt_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBBlackMkt_A4N
Animation = UBBlackMkt_A4N.UBBlackMkt_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBBlackMkt_A4S
Animation = UBBlackMkt_A4S.UBBlackMkt_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBBlackMkt_A4SN
Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBBlackMkt_A4
Animation = UBBlackMkt_A4.UBBlackMkt_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBBlackMkt_A4N
Animation = UBBlackMkt_A4N.UBBlackMkt_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBBlackMkt_A4S
Animation = UBBlackMkt_A4S.UBBlackMkt_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBBlackMkt_A4SN
Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
  GLA POWER.png (551kb) downloaded 13 time(s).   GLAPowerPlant.png (632kb) downloaded 16 time(s).
Sponsor
klingondragon
8 years ago
Before I answer your questions: Are you aware there already is a GLA power plant? The models aren't actually used but it's easy to copy the American plant and change the models (I actually have a mod for this (may have to take a look at it and see if I can improve it)).

1: There is a line of code that says something along the lines of 'building height by percentage' you can add to its 'under construction section of code.
2: I think I need a look at your whole code. The segment you gave me looks fine (more or less).

Im on mobile at the moment, but when I get to my computer I'll have a look and see what I can find.
Jundiyy
  • Jundiyy
  • 50.25% (Neutral)
  • Captain Topic Starter
8 years ago
Thank you and no I didn't know there was one for the GLA, I think I did see some cool looking one though, (If I'm not imagining things).

I think I already that line of code.


;------------------------------------------------------------------------------
Object GLAPowerPlant

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes


; day
ConditionState = NONE
Model = CBTOutpost_G
Animation = CBTOutpost_G.CBTOutpost_G
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = CBTOutpost_DG
Animation = CBTOutpost_DG.CBTOutpost_DG
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = CBTOutpost_DG
Animation = CBTOutpost_DG.CBTOutpost_DG
AnimationMode = LOOP
End

; night
ConditionState = NIGHT
Model = CBTOutpost_NG
Animation = CBTOutpost_NG.CBTOutpost_NG
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = CBTOutpost_DNG
Animation = CBTOutpost_DNG.CBTOutpost_DNG
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = CBTOutpost_DNG
Animation = CBTOutpost_DNG.CBTOutpost_DNG
AnimationMode = LOOP
End


; Snow
ConditionState = SNOW
Model = CBTOutpost_SG
Animation = CBTOutpost_SG.CBTOutpost_SG
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = CBTOutpost_DSG
Animation = CBTOutpost_DSG.CBTOutpost_DSG
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = CBTOutpost_DSG
Animation = CBTOutpost_DSG.CBTOutpost_DSG
AnimationMode = LOOP
End

; night snow
ConditionState = SNOW NIGHT
Model = CBTOutpost_SNG
Animation = CBTOutpost_SNG.CBTOutpost_SNG
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW NIGHT
Model = CBTOutpost_DSNG
Animation = CBTOutpost_DSNG.CBTOutpost_DSNG
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = CBTOutpost_DSNG
Animation = CBTOutpost_DSNG.CBTOutpost_DSNG
AnimationMode = LOOP
End
End

Draw = W3DModelDraw ModuleTag_01Power
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBPwrPtI
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = DAMAGED
Model = NBPwrPtI_D
ParticleSysBone = Smoke01 SteamLarge
ParticleSysBone = Smoke02 SteamMedium
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 FireFactionLarge
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBPwrPtI_E
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksMedium
ParticleSysBone = Spark03 SparksSmall
ParticleSysBone = Spark04 LiveWireSparks
End

; Snow-Day

ConditionState = SNOW
Model = NBPwrPtI_S
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = DAMAGED SNOW
Model = NBPwrPtI_DS
ParticleSysBone = Smoke01 SteamLarge
ParticleSysBone = Smoke02 SteamMedium
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 FireFactionLarge
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBPwrPtI_ES
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 SparksLarge
ParticleSysBone = Spark02 SparksMedium
ParticleSysBone = Spark03 SparksSmall
ParticleSysBone = Spark04 LiveWireSparks
End

;night snow
ConditionState = NIGHT SNOW
Model = NBPwrPtI_NS
Animation = NBPwrPtI_NS.NBPwrPtI_NS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = NIGHT DAMAGED SNOW
Model = NBPwrPtI_DNS
Animation = NBPwrPtI_DNS.NBPwrPtI_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBPwrPtI_ENS
Animation = NBPwrPtI_ENS.NBPwrPtI_ENS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 LiveWireSparks
ParticleSysBone = Spark02 LiveWireSparks
ParticleSysBone = Spark03 LiveWireSparks
ParticleSysBone = Spark04 LiveWireSparks
End

;night
ConditionState = NIGHT
Model = NBPwrPtI_N
Animation = NBPwrPtI_N.NBPwrPtI_N
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
End
ConditionState = NIGHT DAMAGED
Model = NBPwrPtI_DN
Animation = NBPwrPtI_DN.NBPwrPtI_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBPwrPtI_EN
Animation = NBPwrPtI_EN.NBPwrPtI_EN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Spark01 LiveWireSparks
ParticleSysBone = Spark02 LiveWireSparks
ParticleSysBone = Spark03 LiveWireSparks
ParticleSysBone = Spark04 LiveWireSparks
End

;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = CBTOutpost_G
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = CBTOutpost_DG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = CBTOutpost_DG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = CBTOutpost_NG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = CBTOutpost_DNG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = CBTOutpost_DNG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = CBTOutpost_SG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = CBTOutpost_DSG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = CBTOutpost_DSG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = CBTOutpost_SNG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = CBTOutpost_DSNG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = CBTOutpost_DSNG
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

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

End

; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02Fence
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT

End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4
Animation = UBBlackMkt_A4.UBBlackMkt_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4N
Animation = UBBlackMkt_A4N.UBBlackMkt_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4S
Animation = UBBlackMkt_A4S.UBBlackMkt_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBlackMkt_A4SN
Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBBlackMkt_A4
Animation = UBBlackMkt_A4.UBBlackMkt_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBBlackMkt_A4N
Animation = UBBlackMkt_A4N.UBBlackMkt_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBBlackMkt_A4S
Animation = UBBlackMkt_A4S.UBBlackMkt_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBBlackMkt_A4SN
Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBBlackMkt_A4
Animation = UBBlackMkt_A4.UBBlackMkt_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBBlackMkt_A4N
Animation = UBBlackMkt_A4N.UBBlackMkt_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBBlackMkt_A4S
Animation = UBBlackMkt_A4S.UBBlackMkt_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBBlackMkt_A4SN
Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End


PlacementViewAngle = -135

; ***DESIGN parameters ***
DisplayName = OBJECT:GLAPowerPlant
Side = GLA
EditorSorting = STRUCTURE

Scale = 0.75
BuildCost = 2000
BuildTime = 25.0 ; in seconds
EnergyProduction = 11
VisionRange = 700.0 ; Shroud clearing distance
ShroudClearingRange = 700

Prerequisites
Object = GLAPalace
Science = SCIENCE_Rank3
End

ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = GLAPowerPlantCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level

; *** AUDIO Parameters ***
VoiceSelect = NuclearReactorSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY GARRISONABLE_UNTIL_DESTROYED
Body = StructureBody ModuleTag_02
MaxHealth = 2000.0
InitialHealth = 2000.0

; 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 = FlammableUpdate ModuleTag_05
;FlameDamageLimit = 20 ;Catch fire if I take this much fire damage...
;FlameDamageExpiration = 2000 ;in a span of this long
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 25 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_SmallStructureDebris
End

Behavior = TransitionDamageFX ModuleTag_15
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End

Behavior = FXListDie ModuleTag_07Die
DeathFX = FX_BuildingDie
End

; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
; Behavior = KeepObjectDie ModuleTag_IWantRubble
; End

Geometry = BOX
GeometryMajorRadius = 33.0
GeometryMinorRadius = 39.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME

End
Jundiyy
  • Jundiyy
  • 50.25% (Neutral)
  • Captain Topic Starter
8 years ago
Has anyone managed to find the fault in coding?
Thank you for helping.
Unknown Editor
8 years ago
Yeah sorry , I just took a look at (wonder , haven't seen this topic yet 😁)

Well , here is your fault :

ModuleTag_01 "CBTOutpost_G" does not have any "PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED" condition states . in fact ModuleTag_01Power "NBPwrPtI" has the Building condition states for "CBTOutpost_G" 😒

Now the Solution :

You must cut the construction part and past it for ModuleTag_01 "CBTOutpost_G" and make another specific construction part for ModuleTag_01Power "NBPwrPtI" , Here is the code for both of this Modules :

Object GLAPowerPlant

; *** ART Parameters ***
 Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

   ; Day Condition states :
   ConditionState = NONE
    Model         = CBTOutpost_G
    Animation     = CBTOutpost_G.CBTOutpost_G
    AnimationMode = LOOP
  End
   ConditionState = DAMAGED
    Model         = CBTOutpost_DG
    Animation     = CBTOutpost_DG.CBTOutpost_DG
    AnimationMode = LOOP
  End
   ConditionState = REALLYDAMAGED RUBBLE
    Model         = CBTOutpost_DG
    Animation     = CBTOutpost_DG.CBTOutpost_DG
    AnimationMode = LOOP
  End

   ; Night Condition states :
   ConditionState = NIGHT
    Model         = CBTOutpost_NG
    Animation     = CBTOutpost_NG.CBTOutpost_NG
    AnimationMode = LOOP
  End
   ConditionState = DAMAGED NIGHT
    Model         = CBTOutpost_DNG
    Animation     = CBTOutpost_DNG.CBTOutpost_DNG
    AnimationMode = LOOP
  End
   ConditionState = REALLYDAMAGED RUBBLE NIGHT
    Model         = CBTOutpost_DNG
    Animation     = CBTOutpost_DNG.CBTOutpost_DNG
    AnimationMode = LOOP
  End


   ; Snow Coondtion states :
   ConditionState = SNOW 
    Model         = CBTOutpost_SG
    Animation     = CBTOutpost_SG.CBTOutpost_SG
    AnimationMode = LOOP
  End
   ConditionState = DAMAGED SNOW
    Model         = CBTOutpost_DSG
    Animation     = CBTOutpost_DSG.CBTOutpost_DSG
    AnimationMode = LOOP
  End
   ConditionState = REALLYDAMAGED RUBBLE SNOW
    Model         = CBTOutpost_DSG
    Animation     = CBTOutpost_DSG.CBTOutpost_DSG
    AnimationMode = LOOP
  End

   ; Night Snow Condition states :
   ConditionState = SNOW NIGHT
    Model         = CBTOutpost_SNG
    Animation     = CBTOutpost_SNG.CBTOutpost_SNG
    AnimationMode = LOOP
  End
   ConditionState = DAMAGED SNOW NIGHT
    Model         = CBTOutpost_DSNG
    Animation     = CBTOutpost_DSNG.CBTOutpost_DSNG
    AnimationMode = LOOP
  End
   ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
    Model         = CBTOutpost_DSNG
    Animation     = CBTOutpost_DSNG.CBTOutpost_DSNG
    AnimationMode = LOOP
  End

;*******************************************************************************************************
; Construction/Sell Condition states : Handles every Possible Situation for the Condition states ...

   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
    Model         = CBTOutpost_G
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
    Model         = CBTOutpost_DG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
    Model         = CBTOutpost_DG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    Model         = CBTOutpost_NG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
    Model         = CBTOutpost_DNG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
    Model         = CBTOutpost_DNG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
    Model         = CBTOutpost_SG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
    Model         = CBTOutpost_DSG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
    Model         = CBTOutpost_DSG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
    Model         = CBTOutpost_SNG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
    Model         = CBTOutpost_DSNG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
    Model         = CBTOutpost_DSNG
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End

   ConditionState = AWAITING_CONSTRUCTION 
    Model         = NONE
  End
  AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION SNOW
  AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  AliasConditionState = SOLD
  AliasConditionState = SOLD DAMAGED
  AliasConditionState = SOLD REALLYDAMAGED
  AliasConditionState = SOLD NIGHT
  AliasConditionState = SOLD NIGHT DAMAGED
  AliasConditionState = SOLD NIGHT REALLYDAMAGED
  AliasConditionState = SOLD SNOW
  AliasConditionState = SOLD SNOW DAMAGED
  AliasConditionState = SOLD SNOW REALLYDAMAGED
  AliasConditionState = SOLD NIGHT SNOW
  AliasConditionState = SOLD NIGHT SNOW DAMAGED
  AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
  AliasConditionState = GARRISONED SOLD
  AliasConditionState = GARRISONED SOLD DAMAGED
  AliasConditionState = GARRISONED SOLD REALLYDAMAGED
  AliasConditionState = GARRISONED SOLD NIGHT
  AliasConditionState = GARRISONED SOLD NIGHT DAMAGED
  AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED
  AliasConditionState = GARRISONED SOLD SNOW
  AliasConditionState = GARRISONED SOLD SNOW DAMAGED
  AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED
  AliasConditionState = GARRISONED SOLD NIGHT SNOW
  AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED
  AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED
 End

;*******************************************************************************************************
; Power Plant Model : Extra Model for the Object ...

Draw = W3DModelDraw ModuleTag_01Power
  OkToChangeModelColor = Yes

   ; Day Condition states :
   ConditionState   = NONE
    Model           = NBPwrPtI
    ParticleSysBone = Smoke01 SteamVent
    ParticleSysBone = Smoke02 SteamVent
  End
   ConditionState   = DAMAGED
    Model           = NBPwrPtI_D
    ParticleSysBone = Smoke01 SteamLarge
    ParticleSysBone = Smoke02 SteamMedium
    ParticleSysBone = Smoke03 SmolderingSmoke
    ParticleSysBone = Smoke04 SmolderingSmoke
    ParticleSysBone = Smoke05 SmolderingSmoke
    ParticleSysBone = Smoke06 FireFactionLarge
    ParticleSysBone = Fire01 SmolderingFire
  End
   ConditionState = REALLYDAMAGED RUBBLE
    Model = NBPwrPtI_E
    ParticleSysBone = Smoke01 SteamVent
    ParticleSysBone = Smoke02 SteamVent
    ParticleSysBone = Smoke03 SmolderingSmoke
    ParticleSysBone = Smoke04 SmolderingSmoke
    ParticleSysBone = Smoke05 SmolderingSmoke
    ParticleSysBone = Smoke06 SmolderingSmoke
    ParticleSysBone = Fire01 SmolderingFire
    ParticleSysBone = Fire02 SmolderingFire
    ParticleSysBone = Spark01 SparksLarge
    ParticleSysBone = Spark02 SparksMedium
    ParticleSysBone = Spark03 SparksSmall
    ParticleSysBone = Spark04 LiveWireSparks
  End

   ; Night Condition states :
   ConditionState   = NIGHT
    Model           = NBPwrPtI_N
    Animation       = NBPwrPtI_N.NBPwrPtI_N
    AnimationMode   = LOOP
    ParticleSysBone = Smoke01 SteamVent
    ParticleSysBone = Smoke02 SteamVent
  End
   ConditionState   = NIGHT DAMAGED
    Model           = NBPwrPtI_DN
    Animation       = NBPwrPtI_DN.NBPwrPtI_DN
    AnimationMode   = LOOP
    ParticleSysBone = Smoke01 SteamVent
    ParticleSysBone = Smoke02 SteamVent
    ParticleSysBone = Smoke03 SmolderingSmoke
    ParticleSysBone = Smoke04 SmolderingSmoke
    ParticleSysBone = Smoke05 SmolderingSmoke
    ParticleSysBone = Smoke06 SmolderingSmoke
    ParticleSysBone = Fire01 SmolderingFire
  End
   ConditionState   = REALLYDAMAGED RUBBLE NIGHT
    Model           = NBPwrPtI_EN
    Animation       = NBPwrPtI_EN.NBPwrPtI_EN
    AnimationMode   = LOOP
    ParticleSysBone = Smoke01 SteamVent
    ParticleSysBone = Smoke02 SteamVent
    ParticleSysBone = Smoke03 SmolderingSmoke
    ParticleSysBone = Smoke04 SmolderingSmoke
    ParticleSysBone = Smoke05 SmolderingSmoke
    ParticleSysBone = Smoke06 SmolderingSmoke
    ParticleSysBone = Fire01 SmolderingFire
    ParticleSysBone = Fire02 SmolderingFire
    ParticleSysBone = Spark01 LiveWireSparks
    ParticleSysBone = Spark02 LiveWireSparks
    ParticleSysBone = Spark03 LiveWireSparks
    ParticleSysBone = Spark04 LiveWireSparks
  End

   ; Snow Condition states :
   ConditionState   = SNOW
    Model           = NBPwrPtI_S
    ParticleSysBone = Smoke01 SteamVent
    ParticleSysBone = Smoke02 SteamVent
  End
   ConditionState   = DAMAGED SNOW
    Model           = NBPwrPtI_DS
    ParticleSysBone = Smoke01 SteamLarge
    ParticleSysBone = Smoke02 SteamMedium
    ParticleSysBone = Smoke03 SmolderingSmoke
    ParticleSysBone = Smoke04 SmolderingSmoke
    ParticleSysBone = Smoke05 SmolderingSmoke
    ParticleSysBone = Smoke06 FireFactionLarge
    ParticleSysBone = Fire01 SmolderingFire
  End
   ConditionState   = REALLYDAMAGED RUBBLE SNOW
    Model           = NBPwrPtI_ES
    ParticleSysBone = Smoke01 SteamVent
    ParticleSysBone = Smoke02 SteamVent
    ParticleSysBone = Smoke03 SmolderingSmoke
    ParticleSysBone = Smoke04 SmolderingSmoke
    ParticleSysBone = Smoke05 SmolderingSmoke
    ParticleSysBone = Smoke06 SmolderingSmoke
    ParticleSysBone = Fire01 SmolderingFire
    ParticleSysBone = Fire02 SmolderingFire
    ParticleSysBone = Spark01 SparksLarge
    ParticleSysBone = Spark02 SparksMedium
    ParticleSysBone = Spark03 SparksSmall
    ParticleSysBone = Spark04 LiveWireSparks
  End

   ; Night Snow Condition states :
   ConditionState   = NIGHT SNOW
    Model           = NBPwrPtI_NS
    Animation       = NBPwrPtI_NS.NBPwrPtI_NS
    AnimationMode   = LOOP
    ParticleSysBone = Smoke01 SteamVent
    ParticleSysBone = Smoke02 SteamVent
  End
   ConditionState   = NIGHT DAMAGED SNOW
    Model           = NBPwrPtI_DNS
    Animation       = NBPwrPtI_DNS.NBPwrPtI_DNS
    AnimationMode   = LOOP
    ParticleSysBone = Smoke01 SteamVent
    ParticleSysBone = Smoke02 SteamVent
    ParticleSysBone = Smoke03 SmolderingSmoke
    ParticleSysBone = Smoke04 SmolderingSmoke
    ParticleSysBone = Smoke05 SmolderingSmoke
    ParticleSysBone = Smoke06 SmolderingSmoke
    ParticleSysBone = Fire01 SmolderingFire
  End
   ConditionState   = REALLYDAMAGED RUBBLE NIGHT SNOW
    Model           = NBPwrPtI_ENS
    Animation       = NBPwrPtI_ENS.NBPwrPtI_ENS
    AnimationMode   = LOOP
    ParticleSysBone = Smoke01 SteamVent
    ParticleSysBone = Smoke02 SteamVent
    ParticleSysBone = Smoke03 SmolderingSmoke
    ParticleSysBone = Smoke04 SmolderingSmoke
    ParticleSysBone = Smoke05 SmolderingSmoke
    ParticleSysBone = Smoke06 SmolderingSmoke
    ParticleSysBone = Fire01 SmolderingFire
    ParticleSysBone = Fire02 SmolderingFire
    ParticleSysBone = Spark01 LiveWireSparks
    ParticleSysBone = Spark02 LiveWireSparks
    ParticleSysBone = Spark03 LiveWireSparks
    ParticleSysBone = Spark04 LiveWireSparks
  End

;*******************************************************************************************************
; Construction/Sell Condition states : Handles every Possible Situation for the Condition states ...

   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
    Model         = NBPwrPtI
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
    Model         = NBPwrPtI_D
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
    Model         = NBPwrPtI_E
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    Model         = NBPwrPtI_N
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
    Model         = NBPwrPtI_DN
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
    Model         = NBPwrPtI_EN
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
    Model         = NBPwrPtI_S
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
    Model         = NBPwrPtI_DS
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
    Model         = NBPwrPtI_ES
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
    Model         = NBPwrPtI_NS
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
    Model         = NBPwrPtI_DNS
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End
   ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
    Model         = NBPwrPtI_ENS
    Flags         = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  End

   ConditionState = AWAITING_CONSTRUCTION
    Model         = NONE
  End
  AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION SNOW
  AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
  AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
  AliasConditionState = SOLD
  AliasConditionState = SOLD DAMAGED
  AliasConditionState = SOLD REALLYDAMAGED
  AliasConditionState = SOLD NIGHT
  AliasConditionState = SOLD NIGHT DAMAGED
  AliasConditionState = SOLD NIGHT REALLYDAMAGED
  AliasConditionState = SOLD SNOW
  AliasConditionState = SOLD SNOW DAMAGED
  AliasConditionState = SOLD SNOW REALLYDAMAGED
  AliasConditionState = SOLD NIGHT SNOW
  AliasConditionState = SOLD NIGHT SNOW DAMAGED
  AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
  AliasConditionState = GARRISONED SOLD
  AliasConditionState = GARRISONED SOLD DAMAGED
  AliasConditionState = GARRISONED SOLD REALLYDAMAGED
  AliasConditionState = GARRISONED SOLD NIGHT
  AliasConditionState = GARRISONED SOLD NIGHT DAMAGED
  AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED
  AliasConditionState = GARRISONED SOLD SNOW
  AliasConditionState = GARRISONED SOLD SNOW DAMAGED
  AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED
  AliasConditionState = GARRISONED SOLD NIGHT SNOW
  AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED
  AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED
 End

;******************************************************************************************************


Good Luck Sir 😉👍
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
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