Factionbuilding.ini
;------------------------------------------------------------------------------
Object GLASpeakerTower
; *** ART Parameters ***
SelectPortrait = SNPropSpeaker_L
ButtonImage = SNPropSpeaker
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = NBPTower
Animation = NBPTower.NBPTower
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = NBPTower_D
Animation = NBPTower_D.NBPTower_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBPTower_E
Animation = NBPTower_E.NBPTower_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
; day Snow
ConditionState = SNOW
Model = NBPTower_S
Animation = NBPTower_S.NBPTower_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = NBPTower_DS
Animation = NBPTower_DS.NBPTower_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBPTower_ES
Animation = NBPTower_ES.NBPTower_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
; night
ConditionState = NIGHT
Model = NBPTower_N
Animation = NBPTower_N.NBPTower_N
AnimationMode = LOOP
End
ConditionState = NIGHT DAMAGED
Model = NBPTower_DN
Animation = NBPTower_DN.NBPTower_DN
AnimationMode = LOOP
End
ConditionState = NIGHT REALLYDAMAGED RUBBLE
Model = NBPTower_EN
Animation = NBPTower_EN.NBPTower_EN
AnimationMode = LOOP
End
;Snow Night
ConditionState = NIGHT SNOW
Model = NBPTower_NS
Animation = NBPTower_NS.NBPTower_NS
AnimationMode = LOOP
End
ConditionState = NIGHT SNOW DAMAGED
Model = NBPTower_DNS
Animation = NBPTower_DNS.NBPTower_DNS
AnimationMode = LOOP
End
ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
Model = NBPTower_ENS
Animation = NBPTower_ENS.NBPTower_ENS
AnimationMode = LOOP
End
;************************************************* ************************************************** ***********************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower
Animation = NBPTower.NBPTower
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBPTower_D
Animation = NBPTower_D.NBPTower_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBPTower_E
Animation = NBPTower_E.NBPTower_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBPTower_N
Animation = NBPTower_N.NBPTower_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBPTower_DN
Animation = NBPTower_DN.NBPTower_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBPTower_EN
Animation = NBPTower_EN.NBPTower_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBPTower_S
Animation = NBPTower_S.NBPTower_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBPTower_DS
Animation = NBPTower_DS.NBPTower_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBPTower_ES
Animation = NBPTower_ES.NBPTower_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBPTower_NS
Animation = NBPTower_NS.NBPTower_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBPTower_DNS
Animation = NBPTower_DNS.NBPTower_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBPTower_ENS
Animation = NBPTower_ENS.NBPTower_ENS
Animation = NBPTower_ENS.NBPTower_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;************************************************* ************************************************** ***********************
End
; ------------ construction-zone fence -----------------
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 = NBPTower_A4
Animation = NBPTower_A4.NBPTower_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4N
Animation = NBPTower_A4N.NBPTower_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4S
Animation = NBPTower_A4S.NBPTower_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4SN
Animation = NBPTower_A4SN.NBPTower_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPTower_A4
Animation = NBPTower_A4.NBPTower_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPTower_A4N
Animation = NBPTower_A4N.NBPTower_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPTower_A4S
Animation = NBPTower_A4S.NBPTower_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPTower_A4SN
Animation = NBPTower_A4SN.NBPTower_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPTower_A4
Animation = NBPTower_A4.NBPTower_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPTower_A4N
Animation = NBPTower_A4N.NBPTower_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPTower_A4S
Animation = NBPTower_A4S.NBPTower_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPTower_A4SN
Animation = NBPTower_A4SN.NBPTower_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
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 = NBPTower_A6
Animation = NBPTower_A6.NBPTower_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBPTower_A6N
Animation = NBPTower_A6N.NBPTower_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBPTower_A6S
Animation = NBPTower_A6S.NBPTower_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBPTower_A6SN
Animation = NBPTower_A6SN.NBPTower_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPTower_A6
Animation = NBPTower_A6.NBPTower_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPTower_A6N
Animation = NBPTower_A6N.NBPTower_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPTower_A6S
Animation = NBPTower_A6S.NBPTower_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPTower_A6SN
Animation = NBPTower_A6SN.NBPTower_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPTower_A6
Animation = NBPTower_A6.NBPTower_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPTower_A6N
Animation = NBPTower_A6N.NBPTower_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPTower_A6S
Animation = NBPTower_A6S.NBPTower_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPTower_A6SN
Animation = NBPTower_A6SN.NBPTower_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
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 = NBPTower_A5
Animation = NBPTower_A5.NBPTower_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5N
Animation = NBPTower_A5N.NBPTower_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5S
Animation = NBPTower_A5S.NBPTower_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5SN
Animation = NBPTower_A5SN.NBPTower_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPTower_AB
Animation = NBPTower_AB.NBPTower_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPTower_ABN
Animation = NBPTower_ABN.NBPTower_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPTower_ABS
Animation = NBPTower_ABS.NBPTower_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPTower_ABSN
Animation = NBPTower_ABSN.NBPTower_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPTower_AB
Animation = NBPTower_AB.NBPTower_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPTower_ABN
Animation = NBPTower_ABN.NBPTower_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPTower_ABS
Animation = NBPTower_ABS.NBPTower_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPTower_ABSN
Animation = NBPTower_ABSN.NBPTower_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:SpeakerTower
Side = GLA
EditorSorting = STRUCTURE
BuildCost = 500
BuildTime = 10.0 ; in seconds
EnergyProduction = 0
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
Prerequisites
Object = GLAPalace
End
CommandSet = GLASpeakerTowerCommandSet
ExperienceValue = 50 50 50 50 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = SpeakerTowerSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 300.0
InitialHealth = 300.0
End
Behavior = PropagandaTowerBehavior ModuleTag_06
Radius = 150.0
DelayBetweenUpdates = 2000 ; in milliseconds
HealPercentEachSecond = 2% ; get this % of max health every second
PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
UpgradeRequired = Upgrade_GLASubliminalMessaging
UpgradedHealPercentEachSecond = 4% ; get this % of max health every second
UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
End
Behavior = DestroyDie ModuleTag_07
;<NO DATA>
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_ABPowerPlantExplode
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureTinyDeath
End
Behavior = ProductionUpdate ModuleTag_10
;<NO DATA> But is required if we have any Object-level Upgrades!
End
Behavior = FlammableUpdate ModuleTag_13
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_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End
Geometry = BOX
GeometryMajorRadius = 6.0
GeometryMinorRadius = 6.0
GeometryHeight = 51.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
Commandset.ini
CommandSet GLAWorkerCommandSet
1 = Command_ConstructGLASupplyStash
2 = Command_ConstructGLAPalace
3 = Command_ConstructGLABarracks
4 = Command_ConstructGLABlackMarket
5 = Command_ConstructGLAStingerSite
6 = Command_ConstructGLAScudStorm
7 = Command_ConstructGLATunnelNetwork
8 = Command_ConstructGLASpeakerTower
9 = Command_ConstructGLAArmsDealer
10 = Command_ConstructGLACommandCenter
11 = Command_ConstructGLADemoTrap
12 = Command_DisarmMinesAtPosition
End
Upgrade.ini
;-------------------
;GLA Palace Upgrades
;-------------------
Upgrade Upgrade_GLAAnthraxBeta
DisplayName = UPGRADE:AnthraxBeta
BuildTime = 30.0
BuildCost = 2500
ButtonImage = SSAnthraxBeta
ResearchSound = ToxinTractorVoiceUpgradeAnthrax
End
Upgrade Upgrade_GLAToxinShells
DisplayName = UPGRADE:ToxinShells
BuildTime = 30.0
BuildCost = 1000
ButtonImage = SSToxinShells
ResearchSound = ScorpionTankVoiceUpgradeToxin
End
Upgrade Upgrade_GLACamouflage
DisplayName = UPGRADE:Camouflage
BuildTime = 60.0
BuildCost = 2000
ButtonImage = SSCamoflage
ResearchSound = RebelVoiceUpgradeCamoflage
End
Upgrade Upgrade_GLASubliminalMessaging
DisplayName = UPGRADE:SubliminalMessaging
BuildTime = 40.0
BuildCost = 500
ButtonImage = SSSobMsge
ResearchSound = POWTruckChinaVoiceUpgradeSubliminal
End
Is there any other bits of code you would liek to look at?
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