Of Course
Command Button
;-----------------------------------------------------------------------------
CommandButton SupW_Command_CruiseMissile
Command = SPECIAL_POWER
SpecialPower = SupW_CruiseMissile
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:ICBM
ButtonImage = ICBMLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireNukeMissile
RadiusCursorType = DAISYCUTTER
InvalidCursorName = GenericInvalid
End
CommandButton SupW_Command_CruiseMissileFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SupW_CruiseMissile
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:ICBMShortcut
ButtonImage = ICBMLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireNukeMissile
RadiusCursorType = DAISYCUTTER
InvalidCursorName = GenericInvalid
End
Object
;------------------------------------------------------------------------------
Object SupW_AmericaCruiseMissileLauncher
SelectPortrait = SAICBM_L
ButtonImage = SAICBM
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ABNukeSilo
HideSubObject = FAN01 FAN04
End
ConditionState = SOLD
Model = NONE
End
ConditionState = DAMAGED
Model = ABNukeSilo_D
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
HideSubObject = FAN01 FAN04
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABNukeSilo_E
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
HideSubObject = FAN01 FAN04
End
ConditionState = AWAITING_CONSTRUCTION
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABNukeSilo
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABNukeSilo_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = ABNukeSilo_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = DOOR_1_OPENING
Model = ABNukeSilo_A2
Animation = ABNukeSilo_A2.ABNukeSilo_A2
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DOOR_1_WAITING_OPEN
Model = ABNukeSilo_A2
Animation = ABNukeSilo_A2.ABNukeSilo_A2
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE
Model = ABNukeSilo_A3
Animation = ABNukeSilo_A3.ABNukeSilo_A3
WeaponLaunchBone = PRIMARY RockPost
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = ABNukeSilo_A3
Animation = ABNukeSilo_A3.ABNukeSilo_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
ConditionState = DOOR_1_OPENING DAMAGED
Model = ABNukeSilo_A2D
Animation = ABNukeSilo_A2D.ABNukeSilo_A2D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = ABNukeSilo_A2D
Animation = ABNukeSilo_A2D.ABNukeSilo_A2D
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED
Model = ABNukeSilo_A3D
Animation = ABNukeSilo_A3D.ABNukeSilo_A3D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING DAMAGED
Model = ABNukeSilo_A3D
Animation = ABNukeSilo_A3D.ABNukeSilo_A3D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A2E
Animation = ABNukeSilo_A2E.ABNukeSilo_A2E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A2E
Animation = ABNukeSilo_A2E.ABNukeSilo_A2E
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
End
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 = ABSupplyCT_A4
Animation = ABSupplyCT_A4.ABSupplyCT_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 = ABSupplyCT_A4N
Animation = ABSupplyCT_A4N.ABSupplyCT_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 = ABSupplyCT_A4S
Animation = ABSupplyCT_A4S.ABSupplyCT_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 = ABSupplyCT_A4SN
Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupplyCT_A4
Animation = ABSupplyCT_A4.ABSupplyCT_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupplyCT_A4N
Animation = ABSupplyCT_A4N.ABSupplyCT_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupplyCT_A4S
Animation = ABSupplyCT_A4S.ABSupplyCT_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupplyCT_A4SN
Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupplyCT_A4
Animation = ABSupplyCT_A4.ABSupplyCT_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupplyCT_A4N
Animation = ABSupplyCT_A4N.ABSupplyCT_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupplyCT_A4S
Animation = ABSupplyCT_A4S.ABSupplyCT_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupplyCT_A4SN
Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
End
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 = ABSupplyCT_A6
Animation = ABSupplyCT_A6.ABSupplyCT_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
HideSubObject = BOX04 BOX27
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6N
Animation = ABSupplyCT_A6N.ABSupplyCT_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
HideSubObject = BOX04 BOX27
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6S
Animation = ABSupplyCT_A6S.ABSupplyCT_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
HideSubObject = BOX04 BOX27
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6SN
Animation = ABSupplyCT_A6SN.ABSupplyCT_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
HideSubObject = BOX04 BOX27
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupplyCT_A6
Animation = ABSupplyCT_A6.ABSupplyCT_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
HideSubObject = BOX04 BOX27
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupplyCT_A6N
Animation = ABSupplyCT_A6N.ABSupplyCT_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
HideSubObject = BOX04 BOX27
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupplyCT_A6S
Animation = ABSupplyCT_A6S.ABSupplyCT_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
HideSubObject = BOX04 BOX27
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupplyCT_A6SN
Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
HideSubObject = BOX04 BOX27
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupplyCT_A6
Animation = ABSupplyCT_A6.ABSupplyCT_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
HideSubObject = BOX04 BOX27
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupplyCT_A6N
Animation = ABSupplyCT_A6N.ABSupplyCT_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
HideSubObject = BOX04 BOX27
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupplyCT_A6S
Animation = ABSupplyCT_A6S.ABSupplyCT_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
HideSubObject = BOX04 BOX27
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupplyCT_A6SN
Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
HideSubObject = BOX04 BOX27
End
End
Draw = W3DModelDraw ModuleTag_04
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 = ABSupplyCT_A5
Animation = ABSupplyCT_A5.ABSupplyCT_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5N
Animation = ABSupplyCT_A5N.ABSupplyCT_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5S
Animation = ABSupplyCT_A5S.ABSupplyCT_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5SN
Animation = ABSupplyCT_A5SN.ABSupplyCT_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupplyCT_AB
Animation = ABSupplyCT_AB.ABSupplyCT_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupplyCT_ABN
Animation = ABSupplyCT_ABN.ABSupplyCT_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupplyCT_ABS
Animation = ABSupplyCT_ABS.ABSupplyCT_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupplyCT_ABSN
Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupplyCT_AB
Animation = ABSupplyCT_AB.ABSupplyCT_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupplyCT_ABN
Animation = ABSupplyCT_ABN.ABSupplyCT_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupplyCT_ABS
Animation = ABSupplyCT_ABS.ABSupplyCT_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupplyCT_ABSN
Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
End
Draw = W3DModelDraw ModuleTag_05
OkToChangeModelColor = yes
ConditionState = NONE
Model = ABNukeSilo_A3
Animation = ABNukeSilo_A3.ABNukeSilo_A3
AnimationMode = LOOP
HideSubObject = DOOR03 DOOR02 DOOR01 HOUSECOLOR
End
ConditionState = SOLD
Model = NONE
End
ConditionState = DAMAGED
Model = ABNukeSilo_A3D
Animation = ABNukeSilo_A3D.ABNukeSilo_A3D
AnimationMode = LOOP
HideSubObject = DOOR03- DOOR02- DOOR01- HOUSECOLOR
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = LOOP
HideSubObject = DOOR03- DOOR02- DOOR01- HOUSECOLOR
End
ConditionState = AWAITING_CONSTRUCTION
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = None
End
End
Draw = W3DModelDraw ModuleTag_16
OkToChangeModelColor = yes
DefaultConditionState
Model = ABNukeSilo_bone
ParticleSysBone = FXBone01 SteamMedium
End
ConditionState = SOLD
Model = NONE
ParticleSysBone = FXBone01 None
End
ConditionState = AWAITING_CONSTRUCTION
Model = None
ParticleSysBone = FXBone01 None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = None
ParticleSysBone = FXBone01 None
End
End
PlacementViewAngle = 135
DisplayName = OBJECT:ICBM
Side = AmericaSuperWeaponGeneral
EditorSorting = STRUCTURE
Prerequisites
Object = SupW_AmericaStrategyCenter
End
BuildCost = 4500
BuildTime = 60.0
EnergyProduction = -10
VisionRange = 200.0
ShroudClearingRange = 200
CommandSet = SupW_AmericaCruiseMissileCommandSet
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 400 400 400 400
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction
MaxSimultaneousLinkKey = Superweapon_Nuke
VoiceSelect = NuclearMissileSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_06
MaxHealth = 4000.0
InitialHealth = 4000.0
End
Behavior = OCLSpecialPower ModuleTag_07
SpecialPowerTemplate = SupW_CruiseMissile
OCL = SUPERWEAPON_CruiseMissile
End
Behavior = SpecialPowerCreate ModuleTag_08
End
Behavior = MissileLauncherBuildingUpdate ModuleTag_09
SpecialPowerTemplate = SupW_CruiseMissile
DoorOpenTime = 8000
DoorWaitOpenTime = 2000
DoorCloseTime = 8000
DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen
DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch
DoorOpenIdleAudio = BuildingNeutronMissileHiss
End
Behavior = ProductionUpdate ModuleTag_10
DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED
End
Behavior = DestroyDie ModuleTag_11
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
DeathWeapon = ChinaPowerPlantDeathWeapon
StartsActive = Yes
End
Behavior = BaseRegenerateUpdate ModuleTag_13
End
Behavior = FlammableUpdate ModuleTag_14
AflameDuration = 5000
AflameDamageAmount = 5
AflameDamageDelay = 500
End
Behavior = TransitionDamageFX ModuleTag_15
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
Behavior = CreateObjectDie ModuleTag_20
CreationList = OCL_LargeStructureDebris
End
Behavior = CreateObjectDie ModuleTag_22
CreationList = SupW_OCL_AmericanRangerDebris04
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_21
ExemptStatus = UNDER_CONSTRUCTION
DeathFX = FX_NukeGLA
End
Geometry = BOX
GeometryMajorRadius = 45.0
GeometryMinorRadius = 55.0
GeometryHeight = 64.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
Special Power
;-----------------------------------------------------------------------------
SpecialPower SupW_CruiseMissile
Enum = SUPR_SPECIAL_CRUISE_MISSILE;
ReloadTime = 360000 ; in milliseconds. min is 2x door/open close time!
InitiateSound = AirRaidSiren ; plays at source
InitiateAtLocationSound = AirRaidSiren ; plays at target
PublicTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 210
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
Command Set (Shortcuts)
CommandSet SupW_SpecialPowerShortcutUSA
1 = Command_SpyDroneFromShortcut
2 = Command_ParadropFromShortcut
3 = Command_A10ThunderboltMissileStrikeFromShortcut
4 = Command_EmergencyRepairFromShortcut
5 = Command_DaisyCutterFromShortcut
6 = SupW_Command_FireParticleUplinkCannonFromShortcut
7 = AirF_Command_SpectreGunshipFromShortcut
8 = Early_Command_LeafletDropFromShortcut
9 = SupW_Command_CruiseMissileFromShortcut
10 = SupW_Command_TomahawkStormFromShortcut
END
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