did that and pouned the S*** out of it, didnt die!
Code:
Bridge IronBridge
BridgeScale = 0.85
RadarColor = R:192 G:192 B:192
BridgeModelName = CBBridgeSt
Texture = CBBridgeSt.tga
BridgeModelNameDamaged = CBBridgeSt_d
TextureDamaged = CBBridgeSt_d.tga
BridgeModelNameReallyDamaged = CBBridgeSt_e
TextureReallyDamaged = CBBridgeSt_e.tga
BridgeModelNameBroken = CBBridgeSt_r
TextureBroken = CBBridgeSt_r.tga
TowerObjectNameFromLeft = BridgeTowerConcreteLeft01
TowerObjectNameFromRight = BridgeTowerConcreteLeft02
TowerObjectNameToLeft = BridgeTowerConcreteRight01
TowerObjectNameToRight = BridgeTowerConcreteRight02
ScaffoldObjectName = BridgeScaffold01
ScaffoldSupportObjectName = BridgeScaffoldSupport01
TransitionEffectsHeight = 0.0 ;height max to play FX over surface area
NumFXPerType = 32
DamagedToSound = BridgeDamaged
RepairedToSound = BridgeRepaired
TransitionToOCL = Transition:Damage ToState:DAMAGED EffectNum:1 OCL:OCL_BridgeDamaged01
TransitionToFX = Transition:Damage ToState:DAMAGED EffectNum:1 FX:FX_BridgeDamaged01
TransitionToOCL = Transition:Damage ToState:REALLYDAMAGED EffectNum:1 OCL:OCL_BridgeDamaged01
TransitionToFX = Transition:Damage ToState:REALLYDAMAGED EffectNum:1 FX:FX_BridgeDamaged01
TransitionToOCL = Transition:Damage ToState:RUBBLE EffectNum:1 OCL:OCL_BridgeDamaged01
TransitionToFX = Transition:Damage ToState:RUBBLE EffectNum:1 FX:FX_BridgeDamaged01
TransitionToOCL = Transition:Repair ToState:PRISTINE EffectNum:1 OCL:OCL_BridgeRepaired01
TransitionToFX = Transition:Repair ToState:PRISTINE EffectNum:1 FX:FX_BridgeRepaired01
TransitionToOCL = Transition:Repair ToState:DAMAGED EffectNum:1 OCL:OCL_BridgeRepaired01
TransitionToFX = Transition:Repair ToState:DAMAGED EffectNum:1 FX:FX_BridgeRepaired01
TransitionToOCL = Transition:Repair ToState:REALLYDAMAGED EffectNum:1 OCL:OCL_BridgeRepaired01
TransitionToFX = Transition:Repair ToState:REALLYDAMAGED EffectNum:1 FX:FX_BridgeRepaired01
End
Code:
Object IronBridge
; *** ART Parameters ***
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End; The bridge system actually draws it.
; ***DESIGN parameters ***
EditorSorting = SYSTEM ; not available in the editor.
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFX
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE BRIDGE
Body = ActiveBody ModuleTag_02
MaxHealth = 500.0
InitialHealth = 500.0
End
Behavior = BridgeBehavior ModuleTag_03
LateralScaffoldSpeed = 100.0
VerticalScaffoldSpeed = 70.0
End
; Note that structures with "RUBBLE" states should not use
; DestroyDie; such buildings are never truly
; destroyed, even when reduced to zero health.
Geometry = BOX
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
Shadow = NONE ; doesn't actually have a model...
End