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Old 02-03-2005, 08:41 PM   #8 (permalink)
RedLeader
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Join Date: May 2004
Posts: 303
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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
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