Posted by: klingondragon - Monday, June 23, 2014 9:45:27 AM
i took the code for us airfield and changed the art to the gla airfield found in w3d.big it works fine but the planes dont spawn in their hanger just on the airfield all in one pile also when landing they dont approch as planes but as helicopters and just land straight down in a pile causing the bottom ones to be destroyed

Posted by: klingondragon - Monday, June 23, 2014 9:48:21 AM
;------------------------------------------------------------------------------ Object SBossAirfield ; *** ART Parameters *** SelectPortrait = SAACommand_L ButtonImage = SAACommand Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = Runway1Parking1 ExtraPublicBone = Runway1Parking2 ExtraPublicBone = Runway2Parking1 ExtraPublicBone = Runway2Parking2 ExtraPublicBone = Runway1Park1Han ExtraPublicBone = Runway1Park2Han ExtraPublicBone = Runway2Park1Han ExtraPublicBone = Runway2Park2Han ExtraPublicBone = Runway1Prep1 ExtraPublicBone = Runway1Prep2 ExtraPublicBone = Runway2Prep1 ExtraPublicBone = Runway2Prep2 ExtraPublicBone = RunwayStart1 ExtraPublicBone = RunwayStart2 ExtraPublicBone = RunwayEnd1 ExtraPublicBone = RunwayEnd2 ExtraPublicBone = HeliPark01 OkToChangeModelColor = Yes ; day ******************************************** DefaultConditionState Model = UBArFrcCmd Animation = UBArFrcCmd.UBArFrcCmd AnimationMode = LOOP End ConditionState = DAMAGED Model = UBArFrcCmd_D Animation = UBArFrcCmd_D.UBArFrcCmd_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = UBArFrcCmd_E Animation = UBArFrcCmd_E.UBArFrcCmd_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Spark01 SparksLarge End ConditionState = SNOW Model = UBArFrcCmd Animation = UBArFrcCmd.UBArFrcCmd AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = UBArFrcCmd_D Animation = UBArFrcCmd_D.UBArFrcCmd_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBArFrcCmd_E Animation = UBArFrcCmd_E.UBArFrcCmd_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Spark01 SparksLarge End ; night ****************************************** ConditionState = NIGHT Model = UBArFrcCmd_N Animation = UBArFrcCmd_N.UBArFrcCmd_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = UBArFrcCmd_DN Animation = UBArFrcCmd_DN.UBArFrcCmd_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBArFrcCmd_EN Animation = UBArFrcCmd_EN.UBArFrcCmd_EN AnimationMode = LOOP End ConditionState = NIGHT SNOW Model = UBArFrcCmd_N Animation = UBArFrcCmd_N.UBArFrcCmd_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = UBArFrcCmd_DN Animation = UBArFrcCmd_DN.UBArFrcCmd_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBArFrcCmd_EN Animation = UBArFrcCmd_EN.UBArFrcCmd_EN AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArFrcCmd Animation = UBArFrcCmd.UBArFrcCmd AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArFrcCmd_D Animation = UBArFrcCmd_D.UBArFrcCmd_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArFrcCmd_E Animation = UBArFrcCmd_E.UBArFrcCmd_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBArFrcCmd_N Animation = UBArFrcCmd_N.UBArFrcCmd_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBArFrcCmd_DN Animation = UBArFrcCmd_DN.UBArFrcCmd_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBArFrcCmd_EN Animation = UBArFrcCmd_EN.UBArFrcCmd_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBArFrcCmd Animation = UBArFrcCmd.UBArFrcCmd AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBArFrcCmd_D Animation = UBArFrcCmd_D.UBArFrcCmd_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBArFrcCmd_E Animation = UBArFrcCmd_E.UBArFrcCmd_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBArFrcCmd_N Animation = UBArFrcCmd_N.UBArFrcCmd_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBArFrcCmd_DN Animation = UBArFrcCmd_DN.UBArFrcCmd_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBArFrcCmd_EN Animation = UBArFrcCmd_EN.UBArFrcCmd_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED

Posted by: klingondragon - Monday, June 23, 2014 9:50:01 AM
************************************************************************************************************************** End ; ------------ blinky production lights ----------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = None End ConditionState = ACTIVELY_CONSTRUCTING Model = ABArFrcCmd_A9 Animation = ABArFrcCmd_A9.ABArFrcCmd_A9 AnimationMode = LOOP End End ; ----------------- door #1 ------------------- Draw = W3DModelDraw ModuleTag_03 ConditionState = NONE Model = UBArFrcCmd_A2 Animation = UBArFrcCmd_A2.UBArFrcCmd_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = UBArFrcCmd_A2 Animation = UBArFrcCmd_A2.UBArFrcCmd_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING ConditionState = DOOR_1_CLOSING Model = UBArFrcCmd_A2 Animation = UBArFrcCmd_A2.UBArFrcCmd_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING ConditionState = DOOR_1_WAITING_OPEN Model = UBArFrcCmd_A2 Animation = UBArFrcCmd_A2.UBArFrcCmd_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArFrcCmd_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArFrcCmd_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArFrcCmd_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- door #2 ------------------- Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = UBArFrcCmd_A3 Animation = UBArFrcCmd_A3.UBArFrcCmd_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_2_OPENING Model = UBArFrcCmd_A3 Animation = UBArFrcCmd_A3.UBArFrcCmd_A3 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_2_OPENING AliasConditionState = SNOW DOOR_2_OPENING AliasConditionState = NIGHT SNOW DOOR_2_OPENING AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING AliasConditionState = SNOW DAMAGED DOOR_2_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING ConditionState = DOOR_2_CLOSING Model = UBArFrcCmd_A3 Animation = UBArFrcCmd_A3.UBArFrcCmd_A3 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_2_CLOSING AliasConditionState = SNOW DOOR_2_CLOSING AliasConditionState = NIGHT SNOW DOOR_2_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING ConditionState = DOOR_2_WAITING_OPEN Model = UBArFrcCmd_A3 Animation = UBArFrcCmd_A3.UBArFrcCmd_A3 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_2_WAITING_OPEN AliasConditionState = SNOW DOOR_2_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArFrcCmd_A3 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArFrcCmd_A3 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArFrcCmd_A3 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- door #3 ------------------- Draw = W3DModelDraw ModuleTag_05 DefaultConditionState Model = UBArFrcCmd_A4 Animation = UBArFrcCmd_A4.UBArFrcCmd_A4 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_3_OPENING Model = UBArFrcCmd_A4 Animation = UBArFrcCmd_A4.UBArFrcCmd_A4 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_3_OPENING AliasConditionState = SNOW DOOR_3_OPENING AliasConditionState = NIGHT SNOW DOOR_3_OPENING AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = SNOW DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING ConditionState = DOOR_3_CLOSING Model = UBArFrcCmd_A4 Animation = UBArFrcCmd_A4.UBArFrcCmd_A4 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_CLOSING AliasConditionState = SNOW DOOR_3_CLOSING AliasConditionState = NIGHT SNOW DOOR_3_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING ConditionState = DOOR_3_WAITING_OPEN Model = UBArFrcCmd_A4 Animation = UBArFrcCmd_A4.UBArFrcCmd_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_WAITING_OPEN AliasConditionState = SNOW DOOR_3_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArFrcCmd_A4 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArFrcCmd_A4 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArFrcCmd_A4 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED

Posted by: klingondragon - Monday, June 23, 2014 9:50:44 AM
;************************************************************************************************************************** End ; ----------------- door #4 ------------------- Draw = W3DModelDraw ModuleTag_06 DefaultConditionState Model = UBArFrcCmd_A5 Animation = UBArFrcCmd_A5.UBArFrcCmd_A5 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_4_OPENING Model = UBArFrcCmd_A5 Animation = UBArFrcCmd_A5.UBArFrcCmd_A5 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_4_OPENING AliasConditionState = SNOW DOOR_4_OPENING AliasConditionState = NIGHT SNOW DOOR_4_OPENING AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING AliasConditionState = SNOW DAMAGED DOOR_4_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING ConditionState = DOOR_4_CLOSING Model = UBArFrcCmd_A5 Animation = UBArFrcCmd_A5.UBArFrcCmd_A5 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_CLOSING AliasConditionState = SNOW DOOR_4_CLOSING AliasConditionState = NIGHT SNOW DOOR_4_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING ConditionState = DOOR_4_WAITING_OPEN Model = UBArFrcCmd_A5 Animation = UBArFrcCmd_A5.UBArFrcCmd_A5 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_WAITING_OPEN AliasConditionState = SNOW DOOR_4_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArFrcCmd_A5 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArFrcCmd_A5 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArFrcCmd_A5 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4N Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4S Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4SN ; @todo srj -- missing Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABArFrcCmd_A4 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABArFrcCmd_A4N Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABArFrcCmd_A4S Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABArFrcCmd_A4SN ; @todo srj -- missing Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABArFrcCmd_A4 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABArFrcCmd_A4N Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABArFrcCmd_A4S Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABArFrcCmd_A4SN ; @todo srj -- missing Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_08 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABArFrcCmd_A6 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABArFrcCmd_A6N Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABArFrcCmd_A6S Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABArFrcCmd_A6SN ; @todo srj -- missing Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABArFrcCmd_A6 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABArFrcCmd_A6N Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABArFrcCmd_A6S Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABArFrcCmd_A6SN ; @todo srj -- missing Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABArFrcCmd_A6 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABArFrcCmd_A6N Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABArFrcCmd_A6S Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABArFrcCmd_A6SN ; @todo srj -- missing Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_09 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5 Animation = ABArFrcCmd_A5.ABArFrcCmd_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5N Animation = ABArFrcCmd_A5N.ABArFrcCmd_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5S Animation = ABArFrcCmd_A5S.ABArFrcCmd_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5SN Animation = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABArFrcCmd_AB Animation = ABArFrcCmd_AB.ABArFrcCmd_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABArFrcCmd_ABN Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABArFrcCmd_ABS ; @todo srj -- not found Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABArFrcCmd_ABSN Animation = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABArFrcCmd_AB Animation = ABArFrcCmd_AB.ABArFrcCmd_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABArFrcCmd_ABN Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABArFrcCmd_ABS ; @todo srj -- not found Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABArFrcCmd_ABS Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45

Posted by: klingondragon - Monday, June 23, 2014 9:51:36 AM
; ***DESIGN parameters *** DisplayName = OBJECT:Airfield Side = SuperBoss EditorSorting = STRUCTURE Prerequisites Object = SBossSupplyCenter End BuildCost = 1000 BuildTime = 20.0 ; in seconds EnergyProduction = -1 CommandSet = SBossAirfield VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 150 150 150 150 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = AirfieldUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD Body = StructureBody ModuleTag_10 MaxHealth = 1500.0 InitialHealth = 1500.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ParkingPlaceBehavior ModuleTag_11 HealAmountPerSecond = 10 NumRows = 2 NumCols = 2 HasRunways = Yes ApproachHeight = 50 ParkInHangars = Yes End Behavior = ProductionUpdate ModuleTag_12 NumDoorAnimations = 4 DoorOpeningTime = 2000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 2000 ;in mSeconds ConstructionCompleteDuration = 1000 ;in mSeconds End Behavior = BaseRegenerateUpdate ModuleTag_13 ;No data End Behavior = DestroyDie ModuleTag_14 ;nothing End Behavior = CreateObjectDie ModuleTag_15 CreationList = OCL_ABPowerPlantExplode End Behavior = CreateObjectDie ModuleTag_16 CreationList = OCL_AmericanRangerDebris02 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_17 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_19 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_31 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 112.0 GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End

Posted by: acidbrain - Tuesday, June 24, 2014 3:38:00 AM
The model doesnt have the right bones for it to work properly [code=plain] ExtraPublicBone = Runway1Parking1 ExtraPublicBone = Runway1Parking2 ExtraPublicBone = Runway2Parking1 ExtraPublicBone = Runway2Parking2 ExtraPublicBone = Runway1Park1Han ExtraPublicBone = Runway1Park2Han ExtraPublicBone = Runway2Park1Han ExtraPublicBone = Runway2Park2Han ExtraPublicBone = Runway1Prep1 ExtraPublicBone = Runway1Prep2 ExtraPublicBone = Runway2Prep1 ExtraPublicBone = Runway2Prep2 ExtraPublicBone = RunwayStart1 ExtraPublicBone = RunwayStart2 ExtraPublicBone = RunwayEnd1 ExtraPublicBone = RunwayEnd2 ExtraPublicBone = HeliPark01 [/code] I have fixed models somewhere, if i find them i´ll post them. Greetz and have fun

Posted by: NewNightmare - Tuesday, June 24, 2014 9:00:44 AM
Here's a 2-slot airfield with helipad I made long time ago, I'm not sure if it's all rigged, but from what I remember it worked well [img=http://media.moddb.com/images/mods/1/20/19737/UBAirFactory_AllStates.png]GLA Airfield[/img] And I don't think I have the code for it, but have fun nevertheless, if you get the code working with it, post it so we can dump it into 1 rar for people to use. ... Too big to upload as attachment, here: http://www.speedyshare.com/pFdde/Airfield.rar

Posted by: klingondragon - Tuesday, June 24, 2014 4:44:46 PM
[quote=acidbrain;132186]The model doesnt have the right bones for it to work properly [code=plain] ExtraPublicBone = Runway1Parking1 ExtraPublicBone = Runway1Parking2 ExtraPublicBone = Runway2Parking1 ExtraPublicBone = Runway2Parking2 ExtraPublicBone = Runway1Park1Han ExtraPublicBone = Runway1Park2Han ExtraPublicBone = Runway2Park1Han ExtraPublicBone = Runway2Park2Han ExtraPublicBone = Runway1Prep1 ExtraPublicBone = Runway1Prep2 ExtraPublicBone = Runway2Prep1 ExtraPublicBone = Runway2Prep2 ExtraPublicBone = RunwayStart1 ExtraPublicBone = RunwayStart2 ExtraPublicBone = RunwayEnd1 ExtraPublicBone = RunwayEnd2 ExtraPublicBone = HeliPark01 [/code] I have fixed models somewhere, if i find them i´ll post them. Greetz and have fun[/quote] Wher do I put this? I can only mod .ini and .csf as I don't have the tools to mod anything else

Posted by: qqqqqqqqqp - Saturday, June 28, 2014 6:37:44 PM
The same thing happens to my Aircraft carrier but i think my problem is the fact of me making it moveable but for some reason my gmax dost export the bones

Posted by: klingondragon - Sunday, June 29, 2014 2:14:53 AM
I don't have gmax and I cant edit .w3d Would someone lease edit it for me and ost it up here

Posted by: acidbrain - Sunday, June 29, 2014 6:39:24 AM
[quote=KlingonDragon;132255]I don't have gmax and I cant edit .w3d Would someone lease edit it for me and ost it up here[/quote] Im working on it for a week now, the airfield in W3D.big can't be used, the design isn't good, found a better GLA Airfield in "BengsLaserDemoNukeModV2" but there are no right constructionzonefence, scaffolding, snow and night models. Almost finished. Greetz and have fun

Posted by: klingondragon - Sunday, June 29, 2014 6:46:41 AM
Id rather use the original Also I just used the America construction

Posted by: acidbrain - Sunday, June 29, 2014 9:36:55 AM
[quote=KlingonDragon;132257]Id rather use the original Also I just used the America construction [/quote] The layout of the building isnt good, it looks like crap when planes use it, tested it, the planes can only use a real small piece of runway to take off, it looks like crap. The building from bengs mod is much better, same layout as usa or china airfield. If you use american scaffolding and constructionzonefence models with gla buildings it also looks like crap, thats why i made new models, snow and night included. I bet you didnt even check bengs mod to see what the building looks like, right?

Posted by: qqqqqqqqqp - Sunday, June 29, 2014 9:54:43 AM
If i could get one of my things to keep it's bones when i export it i would help but i haven't got any of my own units to keep its bones

Posted by: klingondragon - Sunday, June 29, 2014 12:28:02 PM
No I didn't check his mod cos I'm browsing the forums on my phone Also id rather use the original not because I think the layout is good or it looks good but because ea made it and I trust ea more than other modders Also as for night and snow I find using the day model works fine also the us fence may not have been the best choice but again ea not random modders on the internet No offence its just my preference

Posted by: acidbrain - Sunday, June 29, 2014 1:24:25 PM
[quote=klingondragon;132263]No I didn't check his mod cos I'm browsing the forums on my phone Also id rather use the original not because I think the layout is good or it looks good but because ea made it and I trust ea more than other modders Also as for night and snow I find using the day model works fine also the us fence may not have been the best choice but again ea not random modders on the internet No offence its just my preference [/quote] Ok, email EA for the models and ask them for help, good luck You really are from another planet

Posted by: klingondragon - Sunday, June 29, 2014 3:16:28 PM
You and I both know ea would be of no use

Posted by: klingondragon - Tuesday, July 1, 2014 4:51:18 PM
I would still like some help with the model I realise now the code is not the problem I just need the bones for the model so I can use this airfield in 3 mods I'm making at the moment Untill then I'm still using it and ignoring the bad runways

Posted by: acidbrain - Wednesday, July 2, 2014 3:48:46 AM
[quote=KlingonDragon;132285]I would still like some help with the model I realise now the code is not the problem I just need the bones for the model so I can use this airfield in 3 mods I'm making at the moment Untill then I'm still using it and ignoring the bad runways[/quote] If you are patient you will get an airfield which is much better than the one already in game with the crappy design. Conditionstates: Day, Night, Snow, Garrisoned and Fortified, new construction zone fence and new scaffolding models. I have to make 30+ models so again be patient, if you really want to use the crappy airfield than start to learn making models yourself or call EA. I know you trust EA more than modders but modders is the only thing you´ve got so stop wining and be happy with what you get. Peace out [sunglasses]

Posted by: Annihilationzh - Wednesday, July 2, 2014 10:28:58 AM
[quote=acidbrain;132294]I know you trust EA more than modders but modders[/quote] Something about this seems morally wrong. [quote=acidbrain;132265]You really are from another planet[/quote] And that's how you become a US congressman.

Posted by: klingondragon - Wednesday, July 2, 2014 4:44:56 PM
I'm not wining As for me learning to do it myself, I would but I cant download and install the tools because my parents have blocked me from doing anything I can only edit .big and ini cos notepad is preinstalled and I downloaded final big before they removed me as admin Edit: I can also edit csf files because like finalbig I installed the editor before being removed as an admin

Posted by: klingondragon - Wednesday, July 2, 2014 4:48:07 PM
Also what's so wrong with the built in one Except for runway and hanger bones it seems fine and as for lack of snow I don't care The game plays fine when i use the airfield the only problem is me wanting it normal The bug i mentioned at the beginning about aircraft being destroyed when they land doesn't happen anymore so I'm happy to use the airfield as is

Posted by: acidbrain - Thursday, July 3, 2014 3:55:57 AM
It amazes me that you come to a forum from the modding community say that you dont trust modders and than ask them to fix stuff for you, in your little world that may seem normal but in the real world that just doesnt work. I dont think there is anybody whos willing to waste his time on a model that is lame to begin with, i dont have much time to mod so i want to spend my time on stuff that is good from the start. Ea sucks big time, every now and than they throw a nice shiny box with a new game out of the window and than say go to hell if you need support, we´ve got your money now and that is all that matters, i think it´s a generation issue, the new generation is brainwashed pretty good, they trust multinationals and governments blindly. Im an old fuck and i say FU to EA and the establishment, EA destroyed a kick azz game and franchise to the ground. It´s time to wake up kiddy and step out of your little box, real life is outside the box. Greetz from a random modder EA aka Endless Agony

Posted by: klingondragon - Thursday, July 3, 2014 5:00:21 AM
i come for help not abuse i do trust modders but not their models if a modder helps with code and makes code im fine but with models its slightly different also if i ask for help with something that means help me with this please not hey come give me abuse and disregard my preferences and just give me something i diddnt ask for all i asked for was you to fix the model not make a tottaly new one i dont care what its flaws are now that you have insulted me im not even open to accepting your help i wanted to communicate with other modders to find out if someone has/can fix it not make a new one

Posted by: acidbrain - Thursday, July 3, 2014 6:02:45 AM
First of all, im not making the airfield models for you only, im making a new airfield for my own mod and thought that you could use it too. Second of all, you have no idea how much time it takes to create a model. And third of all, if i insulted you than that is your problem not mine. You said you dont trust modders and than expect them to help you, dude wake the fack up, are you really that blind? There are only a hand full of people still modding this game and you behave like that to them, it´s just freakin hilarious. Good luck with your modding adventure and take care. Hope i didnt insult you again with this. Peace out[sunglasses]

Posted by: klingondragon - Thursday, July 3, 2014 11:21:07 AM
I never said I DON'T trust them I said I trust them less As for you insulting me You have been doing it from the start Also I'm not asking you to make models just add bones Is it really that hard to do that To be honest I don't much care about you making your airfield anyway If you wont help me with what I asked then why do you keep replying Help me or leave this topic I don't post where I cant help so why do you

Posted by: Annihilationzh - Thursday, July 3, 2014 11:48:34 AM
[quote=klingondragon;132323]I never said I DON'T trust them I said I trust them less[/quote] That is both an illogical and an offensive thing to say. [quote=klingondragon;132323]Also I'm not asking you to make models just add bones Is it really that hard to do that[/quote] There is a big difference between help and giving you free stuff. [quote=klingondragon;132323]I don't post where I cant help so why do you[/quote] Because of freedom?

Posted by: klingondragon - Thursday, July 3, 2014 12:18:17 PM
What do you mean free stuff not help Ive spent hours on this mod and just would like the bones put in for me because i don't have the tools He's trying to give me a free model that I didn't ask for So to clarify I want help not free stuff Also I only want the bones for the daytime no damage and nighttime no damage models and don't want the rest doing also I don't want snowey versions of the model Stop ganging up on me saying I'm wrong I just want to use that model if no one will help me I don't mind ill just keep playing with the model as it is now

Posted by: klingondragon - Thursday, July 3, 2014 12:20:26 PM
How long would it take to do if you were to do as I asked 5/10 minutes?

Posted by: Annihilationzh - Thursday, July 3, 2014 12:58:09 PM
[quote=klingondragon;132326]Ive spent hours on this mod and just would like the bones put in for me because i don't have the tools He's trying to give me a free model that I didn't ask for So to clarify I want help not free stuff[/quote] You want someone to do the work for you and give you their free time. Helping is about learning, not give-aways. Acidbrain was generous enough to offer you something that is already being made for another purpose, but you rejected that because you want someone to work for you for free. [quote=klingondragon;132326]How long would it take to do if you were to do as I asked 5/10 minutes?[/quote] Compared to 0 minutes if no one does it, which is most likely the case when you act entitled.

Posted by: klingondragon - Thursday, July 3, 2014 1:29:51 PM
Ok so don't help I don't mind id just rather you didn't post on a forum unless you plan on helping with what that person asked for When you ask someone for a pen you don't want to be given a pencil you want the pen you asked for

Posted by: V - Thursday, July 3, 2014 8:52:52 PM
Hmm... This little debacle is rather amusing... Don't mind me, I'm just here to observe.

Posted by: Gameanater - Thursday, July 3, 2014 9:01:49 PM
Why is it you don't trust people with models, yet you're perfectly fine with them for code? [quote=klingondragon;132302]I'm not wining As for me learning to do it myself, I would but I cant download and install the tools because my parents have blocked me from doing anything I can only edit .big and ini cos notepad is preinstalled and I downloaded final big before they removed me as admin[/quote] Eeeeeee.... That really sucks... I feel for you in there... [disappointed] Parents are weird.

Posted by: klingondragon - Friday, July 4, 2014 1:04:10 AM
I don't trust people with model because the only way to view them is I final big and that just gives me a picture but tells me nothing more whereas I can look at and change code if someone else has done it If anyone doesn't want to do what I ask because its using their time up I would be happy to help them with ini and csf editing

Posted by: klingondragon - Friday, July 4, 2014 1:08:56 AM
Or click on the new general link in my signature and put what you want and I will spend about 4 hours making you a mew general and I wont mind

Posted by: acidbrain - Friday, July 4, 2014 3:46:06 AM
[quote=klingondragon;132335]I don't trust people with model because the only way to view them is I final big and that just gives me a picture but tells me nothing more whereas I can look at and change code if someone else has done it If anyone doesn't want to do what I ask because its using their time up I would be happy to help them with ini and csf editing[/quote] It´s really simple. I really like to help people with stuff but if people behave like crap it´s getting more difficult to help. Lesson 1 for KlingonDragon->[color=red]Never slap the hand that feeds you.[/color] I´ve got the models you want but i wanted to give you something better, if you are happy with a model that isn´t fit for the job than you will get them. What i dont get is that you dont trust stuff from modders but you ask for models from modders, seems like a double standard to me. I made a GLA Helibase for someone on another forum a while ago, took me a month to create it all, i posted the stuff and never heard a thing from him again so i rather spend my time on stuff for my own mod and share it if im done. When i get home 2nite i´ll post the models you want but please Klingon dont behave like a spoiled brat who thinks the whole world starts running when you want something, it just doesnt work that way. If you have email i can send you gmax/renx so you can edit models yourself, changing code is fun but creating your own models is much more fun. Again Klingon, behave and you will get everything you want. Peace out[sunglasses]

Posted by: klingondragon - Friday, July 4, 2014 3:55:38 AM
I trust modders to edit existing models but less their own creations As for getting gmax and renx kve downloaded them already I just need to install them and my mum wont put in her password (I hate having parents who understand computers)

Posted by: Annihilationzh - Friday, July 4, 2014 4:02:20 AM
[quote=klingondragon;132339]I trust modders to edit existing models but less their own creations[/quote] Why? What don't you trust about it? Do you think it's going to carry a virus or something? Nothing you say makes any sense.

Posted by: klingondragon - Friday, July 4, 2014 5:01:49 AM
It could be full of bugs and glitches whereas editing an existing model to add bones is less likely to crash the game

Posted by: klingondragon - Friday, July 4, 2014 5:04:10 AM
Acidbrain I wouldn't mind if you gave me your airfield its just I want the built in original aswell

Posted by: acidbrain - Friday, July 4, 2014 11:36:28 AM
Here are the EA GLAAirfield models with bones, so keep your dog away. I do not take credit or responsibility for them, didnt make them or adjust them so if your dog gets teleported into another dimension because of theses files, your country has a power blackout after installation or you wake up with a 3rd nut in your sack the day after installation im not there.[sunglasses] Greetz and have fun [ATTACH]1465[/Attach]

Posted by: klingondragon - Friday, July 4, 2014 1:45:55 PM
I'm not sure I can extract rars if I cant ill post back her in a couple of hours and ask for them in zip format

Posted by: acidbrain - Friday, July 4, 2014 2:15:31 PM
Google search: convert rar to zip online [url=http://www.convertfiles.com/convert/archive/RAR-to-ZIP.html][color=blue]Site[/color][/url] The wonders of internet[wink] [ATTACH]1466[/Attach]

Posted by: klingondragon - Friday, July 4, 2014 2:16:48 PM
Ok thanks

Posted by: klingondragon - Saturday, July 5, 2014 8:04:39 AM
i jusat tested these models and no change can you tell me the EXACT names of the bones so i can change the code

Posted by: qqqqqqqqqp - Saturday, July 5, 2014 5:54:53 PM
I am testing a version of it (finally got bone exporting down xd) And besides i need to make it to so might as well help you out.

Posted by: NewNightmare - Sunday, July 6, 2014 3:04:12 PM
Ho-Lee-Sheet Rule 1 of being part of a modding community is not to fuck with people. Especially more experienced ones. If your parents 'know computers' explain what you want to do. You simply cannot mod the game deeply without these tools and no person anywhere will keep checking every new model you want to add. And if you trust EA more than modders, I have to surprise you: half of Generals/ZH is unfinished.

Posted by: qqqqqqqqqp - Sunday, July 6, 2014 5:38:05 PM
Acidbrain you were right :0 that model is terrible there's a building inside a hanger and it's so small can't fit a raptor properly I'm going to have to enlarge it and move the building in the hanger. But enough with my ranting on how bad the model i have got it to work anywho

Posted by: klingondragon - Sunday, July 6, 2014 5:54:31 PM
I know Hal of generals is unfinished that's why I'm making the small changes mod to try to bring in the cut stuff Also up till now I haven't needed the model tools and as soon as I have a working version of the models I will probably never need them again because I work on editing the game and the units not making new stuff Also if someone can have a look at the general specific command centers in the w3d big file and make the usa ones show up in game that would really help my small changes mod (the Chinese and half the gla ones work fine)

Posted by: klingondragon - Sunday, July 6, 2014 5:57:50 PM
One more thing in quite annoyed that you posted the *new* versions of the airfield but it still doesn't work

Posted by: qqqqqqqqqp - Sunday, July 6, 2014 6:19:20 PM
So everything i did is for nothing :0 well not nothin i can make it work for me [ATTACH]1467[/Attach]

Posted by: klingondragon - Sunday, July 6, 2014 6:24:09 PM
What's the code you've used because I'm not sure my code points to the right bones

Posted by: qqqqqqqqqp - Sunday, July 6, 2014 6:31:31 PM
Same code as the US airfield i just took the bones(points where aircraft take off land park etc) and put them on the gala airfield. So all ud have to do is use this models name in the main model and it should work. But you'll have to wait for me to finish the damaged model before you can use eles it will lose the bones after it gets hit to much

Posted by: klingondragon - Sunday, July 6, 2014 6:37:30 PM
I don't mind it losing bones as I plan on having my structures always at full health as I'm using these models fo my new David general and he is a bit op

Posted by: qqqqqqqqqp - Sunday, July 6, 2014 6:42:48 PM
All right I'll post everything tomorrow as i can't do it as of right now. Internet on the fritz agn

Posted by: klingondragon - Sunday, July 6, 2014 6:50:02 PM
The code I posted in the first few posts is no longer correct but all the model coding is the same all ive changed is the name of the object and its side From super boss general to David general Also I'm using the gla power plant for that general and that works fine Why would ea want to cut all this stuff from the game

Posted by: qqqqqqqqqp - Sunday, July 6, 2014 6:53:37 PM
That's why I'm posting everything tomorrow. And for cutting everything $ time bored on working on it

Posted by: klingondragon - Sunday, July 6, 2014 6:55:56 PM
What time tomorrow because for me tomorrow is in 5 minutes (bst)

Posted by: qqqqqqqqqp - Sunday, July 6, 2014 7:00:45 PM
Xd i guess 11 hours or more i think

Posted by: klingondragon - Sunday, July 6, 2014 7:01:19 PM
Its tomorrow now :-D

Posted by: klingondragon - Sunday, July 6, 2014 7:02:14 PM
Where are you and what's your time zone

Posted by: qqqqqqqqqp - Sunday, July 6, 2014 7:04:44 PM
Ok well I'm going to start putting it to gather. Toodles

Posted by: qqqqqqqqqp - Monday, July 7, 2014 11:05:16 AM
ok i got everything put into a zip fo you[+1] here you gp enjoy [ATTACH]1468[/Attach]

Posted by: klingondragon - Monday, July 7, 2014 12:42:24 PM
as with acidbrains models these dont work either i cant work out why

Posted by: klingondragon - Monday, July 7, 2014 12:44:22 PM
can you tell me the precise file destination to put them in i have them in: C:\Program Files (x86)\EA Games\Command & Conquer Generals Zero Hour\Art\W3D

Posted by: klingondragon - Monday, July 7, 2014 1:33:50 PM
Ive just checked and found your models have the wrong names so I renamed and they still failed When I retryed acidbrains models I found they sort of worked The first 2 planes where in hangers but after that they just built like the prechanges models

Posted by: qqqqqqqqqp - Monday, July 7, 2014 2:20:31 PM
There is some txt files that have the code that makes everything work(with the names of the models orignaly) if the code/models still dont work tell me it might just be the models. Is it crashing if so put that. The readme ha a step by step. So you should have the models in the right places

Posted by: klingondragon - Monday, July 7, 2014 2:42:37 PM
The read me was hard to understand and as for your txt files they're practically useless as the airfield is already fully integrated into my mod and your gla airfield object information was missing all the stuff about models and which one to use when

Posted by: qqqqqqqqqp - Monday, July 7, 2014 2:48:45 PM
Ok ill copy the us airfeild code and put the moddles in right spot. But i am removing snow models(to much modelin) Edit2: the faction building txt will make it work with original models its just short so it wont change to the map .snow. .night. also even if it had goten damaged it would have kept the correct model not of switched to a model with no bones

Posted by: klingondragon - Monday, July 7, 2014 3:04:03 PM
I copies the us code in the beginning all I really need is the models with bones added as the ubarfrccmd stuff works except for runway and hanger

Posted by: qqqqqqqqqp - Monday, July 7, 2014 4:28:47 PM
K here it is [ATTACH]1470[/Attach]

Posted by: NewNightmare - Tuesday, July 8, 2014 5:19:06 AM
[quote=qqqqqqqqqp;132409]K here it is [/quote] God, you really took that challenge on your shoulders for the whole forum... how do you keep up with all that whine ?:D

Posted by: qqqqqqqqqp - Tuesday, July 8, 2014 10:12:08 AM
:p its a challange i accepted i plan to see it finished.besides i was like this once then i learned to do it myself. Word:determind.

Posted by: klingondragon - Tuesday, July 8, 2014 11:08:45 AM
I know the theory and would like to apply it so if someone could go to program files and copy the tools to a zip and post them here or email them to me I would be able to unzip and run the program without having to install it

Posted by: Annihilationzh - Wednesday, July 9, 2014 5:59:23 AM
[quote=newnightmare;132418][quote=qqqqqqqqqp;132409]K here it is [/quote] God, you really took that challenge on your shoulders for the whole forum... how do you keep up with all that whine ?:D [/quote] You get 5 points for being the first person in this thread to correctly spell whine. Don't spend them all in one place. qqqqqqqqqp gets 5 points for unbelievable patience.

Posted by: klingondragon - Wednesday, July 9, 2014 9:20:36 AM
[quote=Annihilationzh;132454][quote=newnightmare;132418][quote=qqqqqqqqqp;132409]K here it is [/quote] God, you really took that challenge on your shoulders for the whole forum... how do you keep up with all that whine ?:D [/quote] You get 5 points for being the first person in this thread to correctly spell whine. Don't spend them all in one place. qqqqqqqqqp gets 5 points for unbelievable patience.[/quote] -10 points for not posting anything useful and -100 points for making the points system

Posted by: acidbrain - Wednesday, July 9, 2014 12:07:17 PM
[quote=Annihilationzh;132454]You get 5 points for being the first person in this thread to correctly spell whine[/quote] Good to see we also have an english teacher over here, sry for my bad grammar Annihilationzh it wont happen again.[wink] [quote=Annihilationzh;132454] qqqqqqqqqp gets 5 points for unbelievable patience.[/quote] Another 5 from me, i got irritated just like when im watching Sheldon Cooper, Bazinga. Klingon i am beginning to understand your parents and why they put you on a leash, omfg you can irritate like no other, well you're second Sheldon Cooper is a tiny bit worse. No offense Klingon just suck it up without w[color=red]h[/color]ining.

Posted by: klingondragon - Wednesday, July 9, 2014 4:47:15 PM
Of the ten people I interact with daily only two can stand me Part of the reason I'm annoying could be my high functioning autism

Posted by: acidbrain - Thursday, July 10, 2014 4:49:34 AM
[quote=KlingonDragon;132461]Part of the reason I'm annoying could be my high functioning autism[/quote] Already had a feeling that was the case. I have adhd, so i have a short fuse, work on thousand projects at the same time and never finish anything, get bored really fast, and sometimes get tired of myself. Well, lets give eachother some space now we´ve got this all cleared up. If i offended you in any way i apologize for that.

Posted by: Annihilationzh - Thursday, July 10, 2014 11:15:22 AM
[quote=KlingonDragon;132461]Of the ten people I interact with daily only two can stand me Part of the reason I'm annoying could be my high functioning autism[/quote] I don't find you annoying, just severely lacking objectivity.

Posted by: qqqqqqqqqp - Tuesday, July 15, 2014 6:10:32 PM
So did it work?

Posted by: klingondragon - Wednesday, July 16, 2014 1:52:06 AM
Not really I'm having a go at doing it myself

Posted by: qqqqqqqqqp - Wednesday, July 16, 2014 1:09:38 PM
K just checking