Object AmericaAirfield2
; *** ART Parameters ***
SelectPortrait = T4
ButtonImage = T4
Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Parking2
ExtraPublicBone = Runway2Parking3
ExtraPublicBone = Runway2Parking4
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Park2Han
ExtraPublicBone = Runway2Park3Han
ExtraPublicBone = Runway2Park4Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = Runway1Prep2
ExtraPublicBone = Runway2Prep1
ExtraPublicBone = Runway2Prep2
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayStart2
ExtraPublicBone = RunwayEnd1
ExtraPublicBone = RunwayEnd2
ExtraPublicBone = HeliPark01
OkToChangeModelColor = Yes
; day ********************************************
DefaultConditionState
Model = UBAIRF
Animation = UBAIRF.UBAIRF
AnimationMode = LOOP
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBAIRF
Animation = UBAIRF.UBAIRF
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = DOOR_1_OPENING
End
ConditionState = DOOR_1_CLOSING
End
ConditionState = DOOR_1_WAITING_OPEN
End
; ----------------- door #2 -------------------
ConditionState = DOOR_2_OPENING
End
ConditionState = DOOR_2_CLOSING
End
ConditionState = DOOR_2_WAITING_OPEN
End
ConditionState = DOOR_3_OPENING
End
ConditionState = DOOR_3_CLOSING
End
ConditionState = DOOR_3_WAITING_OPEN
End
ConditionState = DOOR_4_OPENING
End
ConditionState = DOOR_4_CLOSING
End
ConditionState = DOOR_4_WAITING_OPEN
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:Airfield
Side = GLA
EditorSorting = STRUCTURE
BuildCost = 500
BuildTime = 20.0 ; in seconds
EnergyProduction = 0
Prerequisites
Object = GLASupplyStash
End
CommandSet = GLAAirfieldCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 150 150 150 150 ; Experience point value at each level
; *** AUDIO Parameters ***
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT
Body = StructureBody ModuleTag_10
MaxHealth = 1500.0
InitialHealth = 1500.0
End
Behavior = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 10
NumRows = 1
NumCols = 1
HasRunways = Yes
ApproachHeight = 50
End
Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 4
DoorOpeningTime = 1 ;in mSeconds
DoorWaitOpenTime = 1 ;in mSeconds
DoorCloseTime = 1 ;in mSeconds
ConstructionCompleteDuration = 1000 ;in mSeconds
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End
Behavior = DestroyDie ModuleTag_14
;nothing
End
Behavior = CreateObjectDie ModuleTag_15
CreationList = OCL_ABPowerPlantExplode
End
Behavior = FXListDie ModuleTag_17
DeathFX = FX_StructureMediumDeath
End
Behavior = FlammableUpdate ModuleTag_19
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 60.0
GeometryMinorRadius = 50.0
GeometryHeight = 25.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
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