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