Thread: Grenade Error
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Old 06-30-2006, 04:00 PM   #1 (permalink)
Yuki Kiba Dakatsu
Senior Member
 
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
Default Grenade Error

The White Lightning infantry are elite forces used during extreme conditions. Now, they can be upgraded individually to carry a smoke grenade. When the Commando Soldier throws his smoke grenade by button command, when the Sniper throws his grenade, it calls in a plane. Now, to throw these, you have to use a button. But for some reason the Sniper soldier throws his grenade anyway, without using the button. How do I fix this?


Code:
Object NekoInfantryWhiteLightningCommando
  SelectPortrait         = WhiteGuard
  ButtonImage            = WhiteGuard
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = AWMNLIGHTSMG
      IdleAnimation       = NIFOOTMAN_S.NIFOOTMAN_ST 0 35
      IdleAnimation       = NIFOOTMAN_S.NIFOOTMAN_I1
      IdleAnimation       = NIFOOTMAN_S.NIFOOTMAN_I2
      AnimationMode       = ONCE
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone  = PRIMARY Muzzle
      TransitionKey       = TRANS_Stand
      HideSubObject = BLOOD
    End
    ConditionState      = USING_WEAPON_A
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Firing
    End
    TransitionState   = TRANS_Stand TRANS_Firing
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode   = ONCE
    End
    TransitionState   = TRANS_Firing TRANS_Stand
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode   = ONCE
    End
    ConditionState    = FREEFALL
      Animation       = PARAJUMPSK.PARAJUMP
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
      TransitionKey   = TRANS_Falling
    End
    AliasConditionState = FREEFALL DYING
    ConditionState    = PARACHUTING
      Animation       = PARAFALLSK.PARAFALL
      AnimationMode   = LOOP
      Flags           = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
      TransitionKey   = TRANS_Chute
    End
    AliasConditionState = PARACHUTING DYING
    TransitionState   = TRANS_Falling TRANS_Chute
      Animation       = PARAJUMPSK.PARAJUMP
      AnimationMode   = ONCE
      Flags           = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
    End
    TransitionState   = TRANS_Chute TRANS_Stand
      Animation       = PARALANDSK.PARALAND
      AnimationMode   = ONCE
    End
    ConditionState      = MOVING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_R1 26
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = None
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING ATTACKING
    ConditionState      = DYING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB1
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB3
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DF1
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Dying
      ShowSubObject     = BLOOD
    End
    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB2
      AnimationMode     = ONCE
    End
    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End
    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB2
      AnimationMode     = ONCE
      TransitionKey     = None
    End
  End
  DisplayName         = OBJECT:WhiteLightning
  Side                = Neko
  EditorSorting       = INFANTRY
  TransportSlotCount  = 1
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY NekoWLightningSMG
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY NekoWLightningSMG
    Weapon = SECONDARY AWMSmokeGrenade
    PreferredAgainst = SECONDARY NONE
  End
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  VisionRange         = 200
  ShroudClearingRange = 200
  BuildCost = 750
  BuildTime     = 15.0
  ExperienceValue = 25 25 25 25    ;Experience point value at each level
  ExperienceRequired = 0 25 50 75 ;Experience points needed to gain each level
  IsTrainable         = Yes             ;Can gain experience
  CrushableLevel      = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = NekoketsukeiInfantryWLCommandoCommandSet
  VoiceSelect = JapaneseSelect
  VoiceMove = JapaneseMove
  VoiceGuard = JapaneseMove
  VoiceAttack = JapaneseAttack
  SoundStealthOn = StealthOn
  SoundStealthOff = StealthOff
  VoiceFear = JapaneseHurt
  VoiceTaskComplete = JapaneseCreated
  UnitSpecificSounds
    VoiceCreate = JapaneseCreated
    VoiceSubdue = JapaneseAttack
    VoiceGarrison = JapaneseMove
    VoiceEnter = JapaneseMove
    VoiceEnterHostile = JapaneseAttack
    VoiceGetHealed      = JapaneseHurt
  End
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 90.0
    InitialHealth   = 90.0
  End
  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = No
  End
  Behavior = CommandButtonHuntUpdate  ModuleTag_04 ; allows use of command button hunt script with this unit. 
  End
  Behavior = StealthUpdate ModuleTag_05
    StealthDelay                = 1500
    StealthForbiddenConditions  = USING_ABILITY ATTACKING
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
  End
  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
  Behavior        = MaxHealthUpgrade ModuleTag_11
    TriggeredBy   = Upgrade_TabukArmor
    AddMaxHealth  = 45.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_NORMAL_UPGRADED BasicSteroidsHumanLocomotor
  Behavior = LocomotorSetUpgrade ModuleTag_12
    TriggeredBy = Upgrade_InfantrySteroids
  End
  Behavior = PhysicsBehavior ModuleTag_14
    Mass = 5.0
  End
;  Behavior = SquishCollide ModuleTag_15
;    ;nothing
;  End
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 30000
    SinkRate            = 1.0     ; in Dist/Sec
    DestructionDelay    = 45000
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_BloodFXAWM
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 1
    OCL                 = INITIAL OCL_AWMGibbed
    FX                  = INITIAL FX_GibbedFire
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03A
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 30000
    SinkRate            = 1.0     ; in Dist/Sec
    DestructionDelay    = 45000
    ProbabilityModifier = 50
    FX                  = INITIAL FX_DieJapanese
    FlingForce          = 9
    FlingForceVariance  = 5
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03B
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 1
    ProbabilityModifier = 50
    OCL                 = INITIAL OCL_AWMGibbed
    FX                  = INITIAL FX_GibbedFire
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  End
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
  Behavior = PoisonedBehavior ModuleTag_16
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
  Behavior = AutoHealBehavior ModuleTag_17
    HealingAmount = 5
    HealingDelay = 2000 ; msec
    TriggeredBy = Upgrade_MedPacks
  End
  Behavior = WeaponBonusUpgrade ModuleTag_18
    TriggeredBy = Upgrade_Hollowpoint
  End 
  Behavior = SpecialAbility ModuleTag_19
    SpecialPowerTemplate = SpecialAbilityWhiteLightningCommandoPlantC4
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantTimedCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_20
    SpecialPowerTemplate = SpecialAbilityWhiteLightningCommandoPlantC4
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = NekoTimeFusionC4
    MaxSpecialObjects = 10
    SpecialObjectsPersistWhenOwnerDies = Yes 
    SpecialObjectsPersistent = Yes
    UniqueSpecialObjectTargets = Yes
    UnpackTime              = 100
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 150.0
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = No
    PreTriggerUnstealthTime   = 5000
  End
  Behavior = CommandSetUpgrade ModuleTag_USESMKGRD
    TriggeredBy = Upgrade_SmokeGrenades
    CommandSet = NekoketsukeiInfantryWLCommandoCommandSetUP
  End
  Behavior = WeaponSetUpgrade ModuleTag_GETSMKGRD
    TriggeredBy = Upgrade_SmokeGrenades
  End
  Geometry = CYLINDER
  GeometryMajorRadius = 10.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT
  Scale = 1.06
End
Code:
Object NekoInfantryWhiteLightningSniper
  SelectPortrait         = WhiteGuard
  ButtonImage            = WhiteGuard
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model = AWMNLIGHTSNP
      IdleAnimation = AIPFDR_SKL.AIPFDR_STA 
      IdleAnimation = AIPFDR_SKL.AIPFDR_IDA
      AnimationMode = ONCE
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      TransitionKey = TRANS_Standing
      HideSubObject = BLOOD
    End
    AliasConditionState = REALLYDAMAGED
    ConditionState = MOVING
      Animation = AIPFDR_SKL.AIPFDR_RNA 25
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Standing
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING REALLYDAMAGED
    ConditionState  = FIRING_A 
      Animation     = AIPFDR_SKL.AIPFDR_ATB                 ; recoil in standing position
      AnimationMode = ONCE
      TransitionKey = TRANS_FiringA
    End
    AliasConditionState = FIRING_A MOVING
    AliasConditionState = FIRING_A MOVING REALLYDAMAGED
    AliasConditionState = FIRING_A REALLYDAMAGED
    ConditionState  = BETWEEN_FIRING_SHOTS_A
      Animation     = AIPFDR_SKL.AIPFDR_ATBST               ; motionless in standing position
      AnimationMode = ONCE
      WaitForStateToFinishIfPossible = TRANS_FiringA
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
    AliasConditionState = RELOADING_A
    AliasConditionState = RELOADING_A REALLYDAMAGED
    ConditionState = DYING
      Animation = AIPFDR_SKL.AIPFDR_DTA
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
      ShowSubObject     = BLOOD
    End
    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = AIPFDR_SKL.AIPFDR_ADTA1
      AnimationMode = ONCE
    End
    ConditionState = DYING EXPLODED_FLAILING
      Animation = AIPFDR_SKL.AIPFDR_ADTA2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End
    ConditionState = DYING EXPLODED_BOUNCING
      Animation = AIPFDR_SKL.AIPFDR_ADTA3
      AnimationMode = ONCE
      TransitionKey = None
    End
    ConditionState = FREEFALL
      Animation = AIPFDR_SKL.AIPFDR_PFL
      AnimationMode = LOOP
      TransitionKey = TRANS_Falling
    End
    AliasConditionState = FREEFALL DYING
    ConditionState = PARACHUTING
      Animation = AIPFDR_SKL.AIPFDR_PHG
      AnimationMode = LOOP
      Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  
      ;our bone positions should come from the last frame, rather than the first
      TransitionKey = TRANS_Chute
    End
    AliasConditionState = PARACHUTING DYING
    TransitionState = TRANS_Falling TRANS_Chute
      Animation = AIPFDR_SKL.AIPFDR_POP
      AnimationMode = ONCE
      Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  
      ;our bone positions should come from the last frame, rather than the first
    End
    TransitionState = TRANS_Chute TRANS_Standing
      Animation = AIPFDR_SKL.AIPFDR_PTD
      AnimationMode = ONCE
    End
  End
  DisplayName         = OBJECT:WhiteLightning
  Side                = Neko
  EditorSorting       = INFANTRY
  TransportSlotCount  = 1
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY WhiteLightningSniperRifle
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY WhiteLightningSniperRifle
    Weapon = SECONDARY AWMSmokeGrenadeX
    PreferredAgainst = SECONDARY NONE
  End
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  VisionRange         = 200
  ShroudClearingRange = 200
  BuildCost = 740
  BuildTime     = 15.0
  ExperienceValue = 25 25 25 25    ;Experience point value at each level
  ExperienceRequired = 0 25 50 75 ;Experience points needed to gain each level
  IsTrainable         = Yes             ;Can gain experience
  CrushableLevel      = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = NekoketsukeiInfantryWLSniperCommandSet
  VoiceSelect = JapaneseSelect
  VoiceMove = JapaneseMove
  VoiceGuard = JapaneseMove
  VoiceAttack = JapaneseAttack
  SoundStealthOn = StealthOn
  SoundStealthOff = StealthOff
  VoiceFear = JapaneseHurt
  VoiceTaskComplete = JapaneseCreated
  UnitSpecificSounds
    VoiceCreate = JapaneseCreated
    VoiceSubdue = JapaneseAttack
    VoiceGarrison = JapaneseMove
    VoiceEnter = JapaneseMove
    VoiceEnterHostile = JapaneseAttack
    VoiceGetHealed      = JapaneseHurt
  End
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 90.0
    InitialHealth   = 90.0
  End
  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = No
  End
  Behavior = CommandButtonHuntUpdate  ModuleTag_04 ; allows use of command button hunt script with this unit. 
  End
  Behavior = StealthUpdate ModuleTag_05
    StealthDelay                = 1500
    StealthForbiddenConditions  = USING_ABILITY ATTACKING
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
  End
  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
  Behavior        = MaxHealthUpgrade ModuleTag_11
    TriggeredBy   = Upgrade_TabukArmor
    AddMaxHealth  = 45.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_NORMAL_UPGRADED BasicSteroidsHumanLocomotor
  Behavior = LocomotorSetUpgrade ModuleTag_12
    TriggeredBy = Upgrade_InfantrySteroids
  End
  Behavior = PhysicsBehavior ModuleTag_14
    Mass = 5.0
  End
;  Behavior = SquishCollide ModuleTag_15
;    ;nothing
;  End
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 30000
    SinkRate            = 1.0     ; in Dist/Sec
    DestructionDelay    = 45000
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_BloodFXAWM
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 1
    OCL                 = INITIAL OCL_AWMGibbed
    FX                  = INITIAL FX_GibbedFire
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03A
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 30000
    SinkRate            = 1.0     ; in Dist/Sec
    DestructionDelay    = 45000
    ProbabilityModifier = 50
    FX                  = INITIAL FX_DieJapanese
    FlingForce          = 9
    FlingForceVariance  = 5
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03B
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 1
    ProbabilityModifier = 50
    OCL                 = INITIAL OCL_AWMGibbed
    FX                  = INITIAL FX_GibbedFire
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  End
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
  Behavior = PoisonedBehavior ModuleTag_16
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
  Behavior = CommandSetUpgrade ModuleTag_USESMKGRD
    TriggeredBy = Upgrade_SmokeGrenades
    CommandSet = NekoketsukeiInfantryWLSniperCommandSetUP
  End
  Behavior = WeaponSetUpgrade ModuleTag_GETSMKGRD
    TriggeredBy = Upgrade_SmokeGrenades
  End
  Behavior = AutoHealBehavior ModuleTag_17
    HealingAmount = 5
    HealingDelay = 2000 ; msec
    TriggeredBy = Upgrade_MedPacks
  End
  Behavior = WeaponBonusUpgrade ModuleTag_18
    TriggeredBy = Upgrade_Hollowpoint
  End 
  Behavior = ObjectCreationUpgrade ModuleTag_XX
    UpgradeObject = OCL_ClaymoreSpawn
    TriggeredBy   = Upgrade_Claymore
  End
  Behavior = ObjectCreationUpgrade ModuleTag_YY
    UpgradeObject = OCL_ClaymoreRemove
    TriggeredBy   = Upgrade_Claymore
  End
  Geometry = CYLINDER
  GeometryMajorRadius = 10.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT
  Scale = 0.86
End
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