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]