;------------------------------------------------------------------------------ Object BrokenGeneralCommandCenter ; *** ART Parameters *** SelectPortrait = SAComCentr_L ButtonImage = SAComCentr UpgradeCameo1 = Upgrade_USABuildingDefense ; ----------------- Main Building ------------------------ Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ****************************************** ConditionState = NONE Model = ABBtCmdHQL Animation = ABBtCmdHQL.ABBtCmdHQL AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ConditionState = DAMAGED Model = ABBtCmdHQL_D Animation = ABBtCmdHQL_D.ABBtCmdHQL_D AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQL_E Animation = ABBtCmdHQL_E.ABBtCmdHQL_E AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ; night **************************************** ConditionState = NIGHT Model = ABBtCmdHQL_N Animation = ABBtCmdHQL_N.ABBtCmdHQL_N AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ConditionState = DAMAGED NIGHT Model = ABBtCmdHQL_DN Animation = ABBtCmdHQL_DN.ABBtCmdHQL_DN AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABBtCmdHQL_EN Animation = ABBtCm HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ; Snow ConditionState = SNOW Model = ABBtCmdHQL_S Animation = ABBtCmdHQL_S.ABBtCmdHQL_S AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ConditionState = DAMAGED SNOW Model = ABBtCmdHQL_DS Animation = ABBtCmdHQL_DS.ABBtCmdHQL_DS AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABBtCmdHQL_ES Animation = ABBtCmdHQL_ES.ABBtCmdHQL_ES AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ; night snow **************************************** ConditionState = NIGHT SNOW Model = ABBtCmdHQL_NS Animation = ABBtCmdHQL_NS.ABBtCmdHQL_NS AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ConditionState = DAMAGED NIGHT SNOW Model = ABBtCmdHQL_DNS Animation = ABBtCmdHQL_DNS.ABBtCmdHQL_DNS AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABBtCmdHQL_ENS Animation = ABBtCmdHQL_ENS.ABBtCmdHQL_ENS AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO 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 = ABBtCmdHQL Animation = ABBtCmdHQL.ABBtCmdHQL AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQL_D Animation = ABBtCmdHQL_D.ABBtCmdHQL_D AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQL_E Animation = ABBtCmdHQL_E.ABBtCmdHQL_E AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABBtCmdHQL_N Animation = ABBtCmdHQL_N.ABBtCmdHQL_N AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABBtCmdHQL_DN Animation = ABBtCmdHQL_DN.ABBtCmdHQL_DN AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABBtCmdHQL_EN Animation = ABBtCmdHQL_EN.ABBtCmdHQL_EN AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABBtCmdHQL_S Animation = ABBtCmdHQL_S.ABBtCmdHQL_S AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABBtCmdHQL_DS Animation = ABBtCmdHQL_DS.ABBtCmdHQL_DS AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABBtCmdHQL_ES Animation = ABBtCmdHQL_ES.ABBtCmdHQL_ES AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABBtCmdHQL_NS Animation = ABBtCmdHQL_NS.ABBtCmdHQL_NS AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABBtCmdHQL_DNS Animation = ABBtCmdHQL_DNS.ABBtCmdHQL_DNS AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABBtCmdHQL_ENS Animation = ABBtCmdHQL_ENS.ABBtCmdHQL_ENS AnimationMode = LOOP HideSubObject = FENCE ShowSubObject = HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 FAN01 FAN03 LASER_LOGO Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************************************************************************************************** End Draw = W3DModelDraw ModuleTag_NewCommandCenterArt01 OkToChangeModelColor = Yes ConditionState = NONE Model = ABBtCmdLsg Animation = ABBtCmdLsg.ABBtCmdLsg AnimationMode = LOOP ParticleSysBone = HOUSECOLOR01 SteamVent End AliasConditionState = NIGHT ConditionState = DAMAGED Model = ABBtCmdLsg_D Animation = ABBtCmdLsg_D.ABBtCmdLsg_D AnimationMode = LOOP ParticleSysBone = HOUSECOLOR01 SteamVent End AliasConditionState = NIGHT DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdLsg_E Animation = ABBtCmdLsg_E.ABBtCmdLsg_E AnimationMode = LOOP ParticleSysBone = HOUSECOLOR01 SteamVent End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ConditionState = SNOW Model = ABBtCmdLsg_S Animation = ABBtCmdLsg_S.ABBtCmdLsg_S AnimationMode = LOOP ParticleSysBone = HOUSECOLOR01 SteamVent End AliasConditionState = SNOW NIGHT ConditionState = DAMAGED SNOW Model = ABBtCmdLsg_SD Animation = ABBtCmdLsg_SD.ABBtCmdLsg_SD AnimationMode = LOOP ParticleSysBone = HOUSECOLOR01 SteamVent End AliasConditionState = SNOW NIGHT DAMAGED ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABBtCmdLsg_SE Animation = ABBtCmdLsg_SE.ABBtCmdLsg_SE AnimationMode = LOOP ParticleSysBone = HOUSECOLOR01 SteamVent End AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;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 = ABBtCmdLsg Animation = ABBtCmdLsg.ABBtCmdLsg AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdLsg_D Animation = ABBtCmdLsg_D.ABBtCmdLsg_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdLsg_E Animation = ABBtCmdLsg_E.ABBtCmdLsg_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABBtCmdLsg_S Animation = ABBtCmdLsg_S.ABBtCmdLsg_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABBtCmdLsg_SD Animation = ABBtCmdLsg_SD.ABBtCmdLsg_SD AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABBtCmdLsg_SE Animation = ABBtCmdLsg_SE.ABBtCmdLsg_SE AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 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 ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST 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 = ABBtCmdHQ_A7 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 SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQ_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQ_A7E 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 SNOW NIGHT 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 DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** ConditionState = DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_CLOSING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ------------ Radar Extending ----------------- Draw = W3DModelDraw ModuleTag_03 ConditionState = None Model = ABBtCmdHQ_AC Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC AnimationMode = LOOP End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = ABBtCmdHQ_ACD Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD AnimationMode = LOOP End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_ACE Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE AnimationMode = LOOP End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;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 = ABBtCmdHQ_AC 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 = ABBtCmdHQ_ACD 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 = ABBtCmdHQ_ACE 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 DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- The Door ------------------------ Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 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 ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;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 = ABBtCmdHQ_A7 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 = ABBtCmdHQ_A7D 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 = ABBtCmdHQ_A7E 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 DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_05 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 = ABBtCmdHQ_A4 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_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 = ABBtCmdHQ_A4N Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_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 = ABBtCmdHQ_A4S Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_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 = ABBtCmdHQ_A4SN Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBtCmdHQ_A4 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBtCmdHQ_A4N Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBtCmdHQ_A4S Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBtCmdHQ_A4SN Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBtCmdHQ_A4 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_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 = ABBtCmdHQ_A4N Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_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 = ABBtCmdHQ_A4S Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW NIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A4SN Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_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_06 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 = ABBtCmdHQ_A6 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6N Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6S Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6SN Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBtCmdHQ_A6 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBtCmdHQ_A6N Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBtCmdHQ_A6S Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBtCmdHQ_A6SN Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBtCmdHQ_A6 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_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 = ABBtCmdHQ_A6N Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_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 = ABBtCmdHQ_A6S Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_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 = ABBtCmdHQ_A6SN Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_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_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 = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5 Animation = ABBtCmdHQ_A5.ABBtCmdHQ_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5N Animation = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5S Animation = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5SN Animation = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBtCmdHQ_A3 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBtCmdHQ_A3N Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBtCmdHQ_A3S ; @todo srj -- not found Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBtCmdHQ_A3SN Animation = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBtCmdHQ_A3 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A3N Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABBtCmdHQ_A3S ; @todo srj -- not found Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A3S Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; Officers club flag Draw = W3DModelDraw ModuleTag_OfficersClub OkToChangeModelColor = No ConditionState = NONE Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = PREORDER Model = OCFlagUSA Animation = OCFlagUSA.OCFlagUSA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PREORDER DAMAGED Model = OCFlagUSA_D Animation = OCFlagUSA_D.OCFlagUSA_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PREORDER REALLYDAMAGED RUBBLE Model = OCFlagUSA_E Animation = OCFlagUSA_E.OCFlagUSA_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = BrokenGeneral EditorSorting = STRUCTURE BuildCost = 2500 BuildTime = 50.0 EnergyProduction = 0 CommandSet = BRKN_CommandCenterCommandSet VisionRange = 300;400 ShroudClearingRange = 300;400 MaxSimultaneousOfType = 1 WeaponSet Conditions = None Weapon = PRIMARY LASR_DesignationSatDecal Weapon = TERTIARY CCSelfdestructWeapon AutoChooseSources = TERTIARY NONE End Behavior = AIUpdateInterface ModuleTag_AI End ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 160 160 160 160 ; *** AUDIO Parameters *** VoiceSelect = CommandCenterUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY IMMUNE_TO_CAPTURE Body = StructureBody ModuleTag_08 MaxHealth = 5000.0 InitialHealth = 5000.0 SubdualDamageCap = 5200 SubdualDamageHealRate = 800 SubdualDamageHealAmount = 70 End Behavior = GrantUpgradeCreate ModuleTag_09 UpgradeToGrant = Upgrade_Radar ExemptStatus = UNDER_CONSTRUCTION End Behavior = ProductionUpdate ModuleTag_11 NumDoorAnimations = 1 DoorOpeningTime = 1500 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 1500 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = RadarUpdate ModuleTag_12 RadarExtendTime = 4000 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_13 UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0 NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = BaseRegenerateUpdate ModuleTag_14 End Behavior = DestroyDie ModuleTag_15 End Behavior = CreateObjectDie ModuleTag_16 CreationList = OCL_LargeStructureDebris End Behavior = CreateObjectDie ModuleTag_17 CreationList = Lazr_OCL_AmericanRangerDebris10 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_18 DeathFX = FX_StructureMediumDeath End Behavior = RadarUpgrade ModuleTag_19 TriggeredBy = Upgrade_Radar End ;================================SPECIAL POWERS------------------------------------------------------------------- Behavior = OCLSpecialPower ModuleTag_100 SpecialPowerTemplate = SuperweaponShockwaveBomb UpgradeOCL = SCIENCE_MOAB SUPERWEAPON_MOAB OCL = SUPERWEAPON_ShockwaveBomb CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_101 SpecialPowerTemplate = SpecialPowerSpyDrone OCL = SUPERWEAPON_SpyDrone CreateLocation = CREATE_ABOVE_LOCATION End Behavior = OCLSpecialPower ModuleTag_102 SpecialPowerTemplate = SpecialPowerSpySatellite OCL = SUPERWEAPON_SpySatellite CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_103 SpecialPowerTemplate = SpecialPowerSpySatellite OCL = SUPERWEAPON_SpySatellite UpgradeOCL = SCIENCE_Sensors SUPERWEAPON_SpySatelliteUpgraded CreateLocation = CREATE_ABOVE_LOCATION End Behavior = OCLSpecialPower ModuleTag_104 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_105 SpecialPowerTemplate = SpecialPowerClearMines OCL = SUPERWEAPON_ClearMines CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_106 SpecialPowerTemplate = SuperweaponPilotTraining OCL = SUPERWEAPON_PilotTraining CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_107 SpecialPowerTemplate = SuperweaponCarpetBombSWG UpgradeOCL = SupW_SCIENCE_CarpetBomb3 SUPERWEAPON_CarpetBombSWG3 UpgradeOCL = SupW_SCIENCE_CarpetBomb2 SUPERWEAPON_CarpetBombSWG2 OCL = SUPERWEAPON_CarpetBombSWG1 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_108 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrikeSWG UpgradeOCL = SCIENCE_A10ThunderboltMissileStrikeSWG3 SWG_SUPERWEAPON_A10ThunderboltMissileStrike3 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrikeSWG2 SWG_SUPERWEAPON_A10ThunderboltMissileStrike2 OCL = SWG_SUPERWEAPON_A10ThunderboltMissileStrike1 CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_109 SpecialPowerTemplate = SuperweaponSatelliteTD OCL = SUPERWEAPON_SatelliteTD CreateLocation = CREATE_AT_LOCATION End ; Behavior = GrantScienceUpgrade ModuleTag_110 ; GrantScience = SCIENCE_MOAB ; TriggeredBy = Upgrade_AmericaMOAB ; End Behavior = SpecialAbility ModuleTag_111 SpecialPowerTemplate = SuperweaponSpectreGunship UpdateModuleStartsAttack = Yes End Behavior = SpectreGunshipDeploymentUpdate ModuleTag_112 SpecialPowerTemplate = SuperweaponSpectreGunship GunshipTemplateName = Lazr_AmericaJetSpectreGunship AttackAreaRadius = 200 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_113 SpecialPowerTemplate = SpecialPowerOrbitalStrikeInv OCL = SUPERWEAPON_OrbitalStrikeInv CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_114 SpecialPowerTemplate = SuperweaponLaserStrike OCL = SUPERWEAPON_LaserStrike CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = CashBountyPower ModuleTag_AdrianesCashyMaps115 SpecialPowerTemplate = SpecialAbility_MSA_CashBounty1 Bounty = 20% End Behavior = CashBountyPower ModuleTag_AdrianesCashyMaps116 SpecialPowerTemplate = SpecialAbility_MSA_CashBounty2 Bounty = 40% End Behavior = CashBountyPower ModuleTag_AdrianesCashyMaps117 SpecialPowerTemplate = SpecialAbility_MSA_CashBounty3 Bounty = 100% End ;================SPECIAL POWERS END------------------------------------- Behavior = FlammableUpdate ModuleTag_30 AflameDuration = 8000 AflameDamageAmount = 1 AflameDamageDelay = 500 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 ;-----defence tower---------------- Behavior = ObjectCreationUpgrade ModuleTag_Drone01 UpgradeObject = OCL_AmericaBuildingDefenseLaserComCenter TriggeredBy = Upgrade_USABuildingDefense End ;----------------------------------- Behavior = CommandButtonHuntUpdate ModuleTag_CBHunt End Geometry = BOX GeometryMajorRadius = 60.0 GeometryMinorRadius = 70.0 GeometryHeight = 49.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object BRKN_VehicleDozer ; *** ART Parameters *** SelectPortrait = SACMech_L ButtonImage = SACMech_L UpgradeCameo1 = Upgrade_AmericaTransmitionCodes Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = AVRBuilder Turret = Object01 ParticleSysBone = NONE ThresherWashRing End ConditionState = REALLYDAMAGED Model = AVRBuilder_D ParticleSysBone = NONE ThresherWashRing End AliasConditionState = RUBBLE ConditionState = AFLAME Model = AVRBuilder ParticleSysBone = NONE ThresherWashRing ParticleSysBone = Object01 TankFireContinious End ConditionState = REALLYDAMAGED AFLAME Model = AVRBuilder_D ParticleSysBone = NONE ThresherWashRing ParticleSysBone = Object01 TankFireContinious End AliasConditionState = RUBBLE AFLAME ConditionState = OVER_WATER Model = AVRBuilder ParticleSysBone = NONE ThresherOverWater ParticleSysBone = NONE ThresherOverWaterDust End ConditionState = OVER_WATER REALLYDAMAGED RUBBLE Model = AVRBuilder_D ParticleSysBone = NONE ThresherOverWater ParticleSysBone = NONE ThresherOverWaterDust End ConditionState = OVER_WATER AFLAME Model = AVRBuilder ParticleSysBone = NONE ThresherOverWater ParticleSysBone = NONE ThresherOverWaterDust ParticleSysBone = Object01 TankFireContinious End ConditionState = OVER_WATER REALLYDAMAGED RUBBLE AFLAME Model = AVRBuilder_D ParticleSysBone = NONE ThresherOverWater ParticleSysBone = NONE ThresherOverWaterDust ParticleSysBone = Object01 TankFireContinious End End ; ***DESIGN parameters *** DisplayName = OBJECT:BuilderMech Side = BrokenGeneral EditorSorting = VEHICLE TransportSlotCount = 3 BuildCost = 1000 BuildTime = 10.0 VisionRange = 200 ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = CyberDozerArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CyberDozerArmorUpgraded DamageFX = TankDamageFX End Behavior = ArmorUpgrade ModuleTag_Armor02 TriggeredBy = Upgrade_AmericaTransmitionCodes End ExperienceValue = 10 10 10 10 ;Experience point value at each level CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = BRKN_DozerCommandSet ; *** AUDIO Parameters *** VoiceSelect = CyDozerVoiceSelect VoiceMove = CyDozerVoiceMove VoiceGuard = CyDozerVoiceMove SoundMoveStart = CyDozerMoveStart SoundMoveStartDamaged = CyDozerMoveStart VoiceTaskComplete = CyDozerVoiceTaskComplete SoundAmbient = CenturionAmbientLoop UnitSpecificSounds VoiceCreate = CyDozerVoiceCreate VoiceNoBuild = CyDozerVoiceBuildNot VoiceRepair = CyDozerVoiceRepair VoiceEnter = CyDozerVoiceMove VoiceBuildResponse = CyDozerVoiceBuild End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER DRONE VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 SubdualDamageCap = 500 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% BoredTime = 5000 BoredRange = 150 AutoAcquireEnemiesWhenIdle = Yes Turret TurretTurnRate = 30 MinIdleScanInterval = 250 MaxIdleScanInterval = 250 MinIdleScanAngle = 0 MaxIdleScanAngle = 180 ControlledWeaponSlots = PRIMARY End End Locomotor = SET_NORMAL ThresherLocomotor; ThresherWaterLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = InstantDeathBehavior ModuleTag_Destroyed DeathTypes = ALL -CRUSHED -SPLATTED OCL = OCL_AmericaCyberDozerExplode FX = FX_BattleMasterExplosionOneFinal End Behavior = InstantDeathBehavior ModuleTag_Crushed DeathTypes = NONE +CRUSHED +SPLATTED OCL = OCL_AmericaCyberDozerExplode FX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 8000 AflameDamageAmount = 1 AflameDamageDelay = 500 End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 11.0 GeometryHeight = 20.0 GeometryIsSmall = Yes GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 End