Posted by: mr_hymn_ - Monday, April 3, 2017 11:59:38 PM
I am finally made something weird. It's a camp for infantry since I see infantry is kinda underpowered.
So I made a stinger site and renamed it "Ranger Camp" Just to provide a little extra protection against tanks.
The difference is no spawn unit, weaker version and provide no score but fast to build and cheap to build too.
Code is nearly the same only SpawnBehavior is replaced with GarrisonContain.
Behavior = GarrisonContain ModuleTag_07
ContainMax = 3
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
DamagePercentToUnits = 0%
IsEnclosingContainer = No
End
Let say all empty and need to be garrisoned by any kind of infantry. max to 3 units.
It works so great and I love it but the only thing that disturbing me the most is the way they get into that thing.
It's not stay at the spawn point but rather gathered around the building.
[img]http://i.imgur.com/8mbD8DP.png[/img]
Any advices?
Posted by: acidbrain - Tuesday, April 4, 2017 1:50:12 AM
Good idea sir...
Maybe you can load the model into gmax/renx and check what the names of the bones are, if im not mistaking you can use some firebase logic to get those soldiers inside of the camp...
Posted by: mr_hymn_ - Tuesday, April 4, 2017 2:22:47 AM
[quote=acidbrain;144017]Good idea sir...
Maybe you can load the model into gmax/renx and check what the names of the bones are, if im not mistaking you can use some firebase logic to get those soldiers inside of the camp...[/quote]
I tried the firebase logic and it doesn't work. Put in ExtraPublicBone or even run with SpawnPoint01 SpawnPoint02 SpawnPoint03 doesn't help.
I might have to look up in Gmax.
Posted by: acidbrain - Tuesday, April 4, 2017 4:35:04 AM
I think you have to edit the model if you want the firebase logic to work, you have to add some bones where the troops show up if they enter the model...
Posted by: mr_hymn_ - Tuesday, April 4, 2017 4:38:05 AM
[quote=acidbrain;144019]I think you have to edit the model if you want the firebase logic to work, you have to add some bones where the troops show up if they enter the model...[/quote]
I am thinking the same thing.
Posted by: Gameanater - Tuesday, April 4, 2017 10:31:25 PM
I like this idea.
If you do edit the Stinger Site model, could you upload a copy of it here for others to use if you don't mind?
Maybe also make it a separate model so it doesn't override the existing one.
Posted by: mr_hymn_ - Tuesday, April 4, 2017 10:50:43 PM
[quote=Gameanater;144026]I like this idea.
If you do edit the Stinger Site model, could you upload a copy of it here for others to use if you don't mind?
Maybe also make it a separate model so it doesn't override the existing one.[/quote]
Sure and I am learning how to reskin it too.
Posted by: mr_hymn_ - Saturday, April 8, 2017 3:14:58 PM
I made another code I called RGStingerS Instead of UBStingerS
And everything works properly but the texture is screwed up. What should I do?
[img]http://i.imgur.com/wwiH59S.jpg[/img]
Do I need to do something with texture?
Posted by: mr_hymn_ - Saturday, April 8, 2017 3:16:47 PM
As I looked through the RenX I saw the bone was called SPAWNPOINT01 SPAWNPOINT02 SPAWNPOINT03
But I can't use them so I changed those bones to STATION01 STATION02 STATION03 same as FireBase bone. It works but texture.... I am only need this and I could work with anything
Posted by: acidbrain - Sunday, April 9, 2017 7:03:19 AM
[code=plain]
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = STATION01
ExtraPublicBone = STATION02
ExtraPublicBone = STATION03
ExtraPublicBone = STATION04
; day *************************************
ConditionState = NONE
Model = RngrCamp
End
ConditionState = DAMAGED
Model = RngrCamp_D
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE
Model = RngrCamp_E
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
ParticleSysBone = SMOKE03 SmolderingSmoke
ParticleSysBone = SMOKE04 SmolderingSmoke
End
; day snow ********************************
ConditionState = SNOW
Model = RngrCamp_S
End
ConditionState = DAMAGED SNOW
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
Model = RngrCamp_DS
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = RngrCamp_ES
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
ParticleSysBone = SMOKE03 SmolderingSmoke
ParticleSysBone = SMOKE04 SmolderingSmoke
End
; night **********************************
ConditionState = NIGHT
Model = RngrCamp_N
End
ConditionState = DAMAGED NIGHT
Model = RngrCamp_DN
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = RngrCamp_EN
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
ParticleSysBone = SMOKE03 SmolderingSmoke
ParticleSysBone = SMOKE04 SmolderingSmoke
End
; night snow ******************************
ConditionState = NIGHT SNOW
Model = RngrCamp_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = RngrCamp_DNS
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = RngrCamp_ENS
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
ParticleSysBone = SMOKE03 SmolderingSmoke
ParticleSysBone = SMOKE04 SmolderingSmoke
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = RngrCamp
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = RngrCamp_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = RngrCamp_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = RngrCamp_N
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
Model = RngrCamp_DN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT
Model = RngrCamp_EN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = RngrCamp_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
Model = RngrCamp_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW
Model = RngrCamp_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = RngrCamp_NS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
Model = RngrCamp_DNS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW
Model = RngrCamp_ENS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE NIGHT
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE NIGHT SNOW
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED RUBBLE
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD DAMAGED NIGHT
AliasConditionState = SOLD REALLYDAMAGED RUBBLE NIGHT
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD DAMAGED SNOW
AliasConditionState = SOLD REALLYDAMAGED RUBBLE SNOW
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD DAMAGED NIGHT SNOW
AliasConditionState = SOLD REALLYDAMAGED RUBBLE NIGHT SNOW
;**************************************************************************************************************************
End
[/code]
Posted by: elliesy - Sunday, April 9, 2017 9:17:40 AM
nice job i like that..:D
Posted by: mr_hymn_ - Sunday, April 9, 2017 9:22:23 PM
[code=plain]
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = STATION01
ExtraPublicBone = STATION02
ExtraPublicBone = STATION03
ExtraPublicBone = STATION04
; day *************************************
ConditionState = NONE
Model = RngrCamp
End
ConditionState = DAMAGED
Model = RngrCamp_D
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE
Model = RngrCamp_E
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
ParticleSysBone = SMOKE03 SmolderingSmoke
ParticleSysBone = SMOKE04 SmolderingSmoke
End
; day snow ********************************
ConditionState = SNOW
Model = RngrCamp_S
End
ConditionState = DAMAGED SNOW
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
Model = RngrCamp_DS
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = RngrCamp_ES
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
ParticleSysBone = SMOKE03 SmolderingSmoke
ParticleSysBone = SMOKE04 SmolderingSmoke
End
; night **********************************
ConditionState = NIGHT
Model = RngrCamp_N
End
ConditionState = DAMAGED NIGHT
Model = RngrCamp_DN
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = RngrCamp_EN
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
ParticleSysBone = SMOKE03 SmolderingSmoke
ParticleSysBone = SMOKE04 SmolderingSmoke
End
; night snow ******************************
ConditionState = NIGHT SNOW
Model = RngrCamp_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = RngrCamp_DNS
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = RngrCamp_ENS
ParticleSysBone = SMOKE01 SmolderingSmoke
ParticleSysBone = SMOKE02 SmolderingSmoke
ParticleSysBone = SMOKE03 SmolderingSmoke
ParticleSysBone = SMOKE04 SmolderingSmoke
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = RngrCamp
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = RngrCamp_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = RngrCamp_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = RngrCamp_N
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
Model = RngrCamp_DN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT
Model = RngrCamp_EN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = RngrCamp_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
Model = RngrCamp_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW
Model = RngrCamp_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = RngrCamp_NS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
Model = RngrCamp_DNS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW
Model = RngrCamp_ENS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE NIGHT
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE NIGHT SNOW
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED RUBBLE
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD DAMAGED NIGHT
AliasConditionState = SOLD REALLYDAMAGED RUBBLE NIGHT
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD DAMAGED SNOW
AliasConditionState = SOLD REALLYDAMAGED RUBBLE SNOW
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD DAMAGED NIGHT SNOW
AliasConditionState = SOLD REALLYDAMAGED RUBBLE NIGHT SNOW
;**************************************************************************************************************************
End
[/code]
Posted by: elliesy - Sunday, April 9, 2017 11:06:17 PM
what is the new output..
.
.
:D
Posted by: mr_hymn_ - Monday, April 10, 2017 3:19:59 AM
Awesome result.
[img]http://i.imgur.com/M7v4G4o.png[/img]
But I am really want to know too if I did it wrong because I duplicate the stinger site model and import to Gmax then rename the SPAWNPOINT to STATION, export then placed in the game to try but why texture is gone wrong?
Please help me I am really want to know it.
Posted by: mr_hymn_ - Monday, April 10, 2017 3:46:12 AM
Can you help me with USA scaffolding please.
Posted by: acidbrain - Monday, April 10, 2017 4:49:09 AM
[quote=Mr_Hymn_;144142]
But I am really want to know too if I did it wrong because I duplicate the stinger site model and import to Gmax then rename the SPAWNPOINT to STATION, export then placed in the game to try but why texture is gone wrong?
Please help me I am really want to know it.[/quote]
If you have an object in Gmax/Renx which has multiple textures or multiple passes it only saves the first texture when you export it to W3D, the stinger site had combined objects with multiple textures.
If you want to edit the model you have to separate the main object into multiple object again and apply the right textures to the new objects.
The ground texture and the camonetting are textures with alpha blend transparency so if you load a W3D file, change the bones and export it again you don't have the transparency setting anymore, you have to redo those settings before you export your model.
The same goes for objects with multiple passes, night models and reflective glass have multiple passes and only one pass is saved when you export to W3D.
It is handy to save new models or edited models to a Gmax file and W3D because the Gmax file saves all the settings and W3D doesn't so if you want to edit your exported model again you can use the Gmax file.
[quote=Mr_Hymn_;144144]Can you help me with USA scaffolding please.[/quote]
No problem, i´ll fix those models for ya...
Do you only want to use the ranger camp for USA or also for other factions?
If you only want the camp for the USA I will rename the models to ´ABRngrCamp´ so the right naming convention is used...
Greetz
Posted by: mr_hymn_ - Monday, April 10, 2017 6:03:26 AM
Currently would be a US first and I don't want to bother you too much. I am working on the Vehicle dig out too.
Posted by: acidbrain - Monday, April 10, 2017 11:14:17 AM
[code=plain]
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
[/code]