Sniperelite8243
18 years ago
currently im making a mod for generals,im in the process of adding upgrades but this iss what happens. It was all right for the first 2 upagrades and they all work fine.but now when i clik on upgrade with the ones i just made it shows up fine. but when you clik on the pic to cance2l it the ic sisapears and you get a clear box with a tint just enough to see. but if you clik on another upgrade that ones pic will come bak untill you clik on it again. heres my codes. anyone know whats wrong.

UPGRADE INI

Upgrade Upgrade_CarbonFiberArmour
DisplayName = UPGRADE:CarbonFiberArmour
BuildTime = 70.0
BuildCost = 2800
ButtonImage = CarbonFiberArmour
End

COMMANDBUTTON

CommandButton Command_UpgradeMagnatizedProjectiles
Command = PLAYER_UPGRADE
Upgrade = Upgrade_MagnatizedProjectiles
TextLabel = CONTROLBAR:UpgradeMagnatizedProjectiles
ButtonImage = MagnatizedProjectiles
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipMagnatizedProjectiles
End

command set

CommandSet ResearchFacilityCommandSet
1 = Command_UpgradeArmorPiercingTracerRounds
2 = Command_UpgradeM1A2AdvancedTurbineEngines
3 = Command_UpgradeCarbonFiberArmour
5 = Command_UpgradeMagnatizedProjectiles
12 = Command_Sell
End

any ideas?
Sponsor
Stewox
18 years ago
You need to post UPGRADE INI of MagnatizedProjectiles and COMMANDBUTTON of CarbonFiberArmour , too.

Or just do it your self (maybe is this) in UPGRADE INI and COMMANDBUTTON there is: ButtonImage , compare buttonImage form UPG.INI and buttonImage from COMMANDBUTTON of CarbonFiberArmour and then compare this with MagnatizedProjectiles aswell.
UserPostedImage
Sniperelite8243
18 years ago
Upgrade Upgrade_MagnatizedProjectiles
DisplayName = UPGRADE:MagnatizedProjectiles
BuildTime = 82.0
BuildCost = 6700
ButtonImage = MagnatizedProjectiles
End


CommandButton Command_UpgradeCarbonFiberArmour
Command = PLAYER_UPGRADE
Upgrade = Upgrade_CarbonFiberArmour
TextLabel = CONTROLBAR:UpgradeCarbonFiberArmour
ButtonImage = CarbonFiberArmour
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipCarbonFiberArmour
End

if it means something this is plain generals, but i dont think it matters what game.
Stewox
18 years ago
hhmm.. i can't say for sure but maybe its all correct , but you should wait for others they maybe know something more.

EDIT: what about CommandSet.ini , you must edit that one too , to give and certain bulding that specific upgrade you're maiking fot it , but im getting a feeling that CommandSet.ini is correct that possibly you misspell some words and there is no connection between CommandSet.ini and other two files , while writing this i get another possible idea , that CommandSet.ini is correct so is the CommandButton.ini and Upgrade.ini too , BUT what if this pic/buttonImage doesn't exist , if your making a mod using some other pics you'll have to create one your self , or use some other pics (you'll have to know the name) that are already in generals but not used in the actual gameplay , but i know only for ZH
UserPostedImage
Sniperelite8243
18 years ago
pic is right, i googled an image, opened in paint and changed to correct size. converted to targa(tga) put in mapped images. shows up in game perfectly. Art\Textures\(Name of upgrade).tga
Stewox
18 years ago
ok then the pics are even seen , that disappearing when you cancle it or click on , i don't know , maybe this is best you can get , well it not that serious bug.
UserPostedImage
Sniperelite8243
18 years ago
even when it is done upgrasding it is still clikable to be upgraded again. and the upgrade doesnt even show up that it has been purchased because its effects arent beeing used.
CommieDog
18 years ago
Hmm...Did you remember to give your new Research Facility building a ProductionUpdate module?
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Sniperelite8243
18 years ago
heres the code


but 2 of the upgrades it does have do work, same code just diff names. i copied and pasyed and just changed names.

Object ResearchFacility

; *** ART Parameters ***
SelectPortrait = UFFMissileCenter_L
ButtonImage = UFFMissileCenter
PlacementViewAngle = 45

;Main barracks model
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

;DAY *******************************
ConditionState = NONE
Model = ABBatleLab
;Animation = ABBarracks.ABBarracks
;AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ABBatleLab_D
;Animation = ABBarracks_D.ABBarracks_D
;AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABBatleLab_E
;Animation = ABBarracks_E.ABBarracks_E
;AnimationMode = LOOP
End


;NIGHT *****************************
ConditionState = NIGHT
Model = ABBatleLab
;Animation = ABBarracks_N.ABBarracks_N
;AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ABBatleLab_D
;Animation = ABBarracks_DN.ABBarracks_DN
;AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABBatleLab_E
;Animation = ABBarracks_EN.ABBarracks_EN
;AnimationMode = LOOP
End


;SNOW ******************************
ConditionState = SNOW
Model = ABBatleLab
;Animation = ABBarracks_S.ABBarracks_S
;AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ABBatleLab_D
;Animation = ABBarracks_DS.ABBarracks_DS
;AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABBatleLab_E
;Animation = ABBarracks_ES.ABBarracks_ES
;AnimationMode = LOOP
End


;SNOW AND NIGHT ********************
ConditionState = SNOW NIGHT
Model = ABBatleLab
;Animation = ABBarracks_NS.ABBarracks_NS
;AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW NIGHT
Model = ABBatleLab_D
;Animation = ABBarracks_DNS.ABBarracks_DNS
;AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
Model = ABBatleLab_E
;Animation = ABBarracks_ENS.ABBarracks_ENS
;AnimationMode = LOOP
End


;************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBatleLab
;Animation = ABBarracks.ABBarracks
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABBatleLab_D
;Animation = ABBarracks_D.ABBarracks_D
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABBatleLab_E
;Animation = ABBarracks_E.ABBarracks_E
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABBatleLab
;Animation = ABBarracks_N.ABBarracks_N
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABBatleLab_D
;Animation = ABBarracks_DN.ABBarracks_DN
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABBatleLab_E
;Animation = ABBarracks_EN.ABBarracks_EN
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABBatleLab
;Animation = ABBarracks_S.ABBarracks_S
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABBatleLab_D
;Animation = ABBarracks_DS.ABBarracks_DS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABBatleLab_E
;Animation = ABBarracks_ES.ABBarracks_ES
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABBatleLab
;Animation = ABBarracks_NS.ABBarracks_NS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABBatleLab_D
;Animation = ABBarracks_DNS.ABBarracks_DNS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABBatleLab_E
;Animation = ABBarracks_ENS.ABBarracks_ENS
;AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

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

End

; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
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 = ABBarracks_A4
Animation = ABBarracks_A4.ABBarracks_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A4N
Animation = ABBarracks_A4N.ABBarracks_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SparksS01 LiveWireSparks02
End

ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A4S
Animation = ABBarracks_A4S.ABBarracks_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A4SN
Animation = ABBarracks_A4SN.ABBarracks_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABBarracks_A4
Animation = ABBarracks_A4.ABBarracks_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABBarracks_A4N
Animation = ABBarracks_A4N.ABBarracks_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABBarracks_A4S
Animation = ABBarracks_A4S.ABBarracks_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABBarracks_A4SN
Animation = ABBarracks_A4SN.ABBarracks_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABBarracks_A4
Animation = ABBarracks_A4.ABBarracks_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 = ABBarracks_A4N
Animation = ABBarracks_A4N.ABBarracks_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 = ABBarracks_A4S
Animation = ABBarracks_A4S.ABBarracks_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 = ABBarracks_A4SN
Animation = ABBarracks_A4SN.ABBarracks_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 = ABBarracks_A6
Animation = ABBarracks_A6.ABBarracks_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 = ABBarracks_A6N
Animation = ABBarracks_A6N.ABBarracks_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 = ABBarracks_A6S
Animation = ABBarracks_A6S.ABBarracks_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 = ABBarracks_A6SN
Animation = ABBarracks_A6SN.ABBarracks_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 = ABBarracks_A6
Animation = ABBarracks_A6.ABBarracks_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABBarracks_A6N
Animation = ABBarracks_A6N.ABBarracks_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABBarracks_A6S
Animation = ABBarracks_A6S.ABBarracks_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABBarracks_A6SN
Animation = ABBarracks_A6SN.ABBarracks_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABBarracks_A6
Animation = ABBarracks_A6.ABBarracks_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 = ABBarracks_A6N
Animation = ABBarracks_A6N.ABBarracks_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 = ABBarracks_A6S
Animation = ABBarracks_A6S.ABBarracks_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 = ABBarracks_A6SN
Animation = ABBarracks_A6SN.ABBarracks_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End

; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End

ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A5
Animation = ABBarracks_A5.ABBarracks_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End

ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A5N
Animation = ABBarracks_A5N.ABBarracks_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A5S
Animation = ABBarracks_A5S.ABBarracks_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABBarracks_A5SN
Animation = ABBarracks_A5SN.ABBarracks_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABBarracks_AB
Animation = ABBarracks_AB.ABBarracks_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End

TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABBarracks_ABN
Animation = ABBarracks_ABN.ABBarracks_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABBarracks_ABS
Animation = ABBarracks_ABS.ABBarracks_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABBarracks_ABSN
Animation = ABBarracks_ABSN.ABBarracks_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABBarracks_AB
Animation = ABBarracks_AB.ABBarracks_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 = ABBarracks_ABN
Animation = ABBarracks_ABN.ABBarracks_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 = ABBarracks_ABS
Animation = ABBarracks_ABS.ABBarracks_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 = ABBarracks_ABSN
Animation = ABBarracks_ABSN.ABBarracks_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:ResearchFacility
Side = USA
EditorSorting = STRUCTURE
BuildCost = 4400
BuildTime = 86.0 ; in seconds
EnergyProduction = -8
CommandSet = ResearchFacilityCommandSet
VisionRange = 400.0 ; Shroud clearing distance
ShroudClearingRange = 200

ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 100 100 100 100 ; Experience point value at each level

Prerequisites
Object = AmericaStrategyCenter
End

; *** AUDIO Parameters ***
VoiceSelect = StrategyCenterSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 5500.0
InitialHealth = 5500.0
End

Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_LargeStructureDebris
End
Behavior = CreateObjectDie ModuleTag_09
CreationList = OCL_UFFSOLDIERDebris10
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureMediumDeath
End
Behavior = ProductionUpdate ModuleTag_11
; nothing
End

Behavior = SpecialPowerCreate ModuleTag_13
;nothing
End

Behavior = BaseRegenerateUpdate ModuleTag_15
;No data
End

Behavior = FlammableUpdate ModuleTag_16
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_17
;--------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

Scale = 1.0
Geometry = BOX
GeometryMajorRadius = 75.0
GeometryMinorRadius = 35.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End