thnx for the help but I still wont work

I tried modyfying a building this time, And I thought I had it all covered but it still crashes when I try to play it in Multiplayer
Here is the code for my "SpecialBarracks" that (currently) builds only JarmenKells But if this works I will be able to make special units which will be buildable from this building.
Also Now the ChinaDozer has the ability to make this, that is intentional for testing it.
anyway, this is the code I put in the map.ini
Code:
;------------------------------------------------------------------------------
Object SpecialBarracks
; *** ART Parameters ***
SelectPortrait = SUBarracks_L
ButtonImage = SUBarracks
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = UBBARRACKS
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
Animation = UBBarracks.UBBarracks
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = UBBarracks_D
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
; ParticleSysBone = Smoke03 SmokeFactionMedium
; ParticleSysBone = Flame01 FireFactionMedium
Animation = UBBarracks_D.UBBarracks_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBBarracks_E
ParticleSysBone = Smoke01 ChimneySmokeSmall
; ParticleSysBone = Smoke02 SteamVent
; ParticleSysBone = Smoke03 SmokeFactionMedium
; ParticleSysBone = Smoke04 SmokeFactionLarge
; ParticleSysBone = Smoke05 SmokeFactionLarge
; ParticleSysBone = Flame01 FireFactionMedium
; ParticleSysBone = Flame02 FireFactionLarge
Animation = UBBarracks_E.UBBarracks_E
AnimationMode = LOOP
End
; day
ConditionState = SNOW
Model = UBBARRACKS_S
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
Animation = UBBarracks_S.UBBarracks_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = UBBarracks_DS
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
; ParticleSysBone = Smoke03 SmokeFactionMedium
; ParticleSysBone = Flame01 FireFactionMedium
Animation = UBBarracks_DS.UBBarracks_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UBBarracks_ES
ParticleSysBone = Smoke01 ChimneySmokeSmall
; ParticleSysBone = Smoke02 SteamVent
; ParticleSysBone = Smoke03 SmokeFactionMedium
; ParticleSysBone = Smoke04 SmokeFactionLarge
; ParticleSysBone = Smoke05 SmokeFactionLarge
; ParticleSysBone = Flame01 FireFactionMedium
; ParticleSysBone = Flame02 FireFactionLarge
Animation = UBBarracks_ES.UBBarracks_ES
AnimationMode = LOOP
End
; night
ConditionState = NIGHT
Model = UBBARRACKS_N
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
Animation = UBBarracks_N.UBBarracks_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = UBBarracks_DN
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 GLAPowerPlantSmoke
ParticleSysBone = Flame01 GLAPowerPlantFlame
Animation = UBBarracks_DN.UBBarracks_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UBBarracks_EN
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 GLAPowerPlantSmoke
ParticleSysBone = Smoke04 GLAPowerPlantSmoke
ParticleSysBone = Smoke05 GLAPowerPlantSmoke
ParticleSysBone = Flame01 FireSmallContinuous
ParticleSysBone = Flame02 GLAPowerPlantFlame
Animation = UBBarracks_EN.UBBarracks_EN
AnimationMode = LOOP
End
; night
ConditionState = NIGHT SNOW
Model = UBBARRACKS_NS
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
Animation = UBBarracks_NS.UBBarracks_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBBarracks_DNS
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 GLAPowerPlantSmoke
ParticleSysBone = Flame01 GLAPowerPlantFlame
Animation = UBBarracks_DNS.UBBarracks_DNS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UBBarracks_ENS
ParticleSysBone = Smoke01 ChimneySmokeSmall
ParticleSysBone = Smoke02 SteamVent
ParticleSysBone = Smoke03 GLAPowerPlantSmoke
ParticleSysBone = Smoke04 GLAPowerPlantSmoke
ParticleSysBone = Smoke05 GLAPowerPlantSmoke
ParticleSysBone = Flame01 FireSmallContinuous
ParticleSysBone = Flame02 GLAPowerPlantFlame
Animation = UBBarracks_ENS.UBBarracks_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 = UBBarracks
Animation = UBBarracks.UBBarracks
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBBarracks_D
Animation = UBBarracks_D.UBBarracks_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBBarracks_E
Animation = UBBarracks_E.UBBarracks_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBBarracks_N
Animation = UBBarracks_N.UBBarracks_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBBarracks_DN
Animation = UBBarracks_DN.UBBarracks_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBBarracks_EN
Animation = UBBarracks_EN.UBBarracks_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBBarracks_S
Animation = UBBarracks_S.UBBarracks_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBBarracks_DS
Animation = UBBarracks_DS.UBBarracks_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBBarracks_ES
Animation = UBBarracks_ES.UBBarracks_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBBarracks_NS
Animation = UBBarracks_NS.UBBarracks_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBBarracks_DNS
Animation = UBBarracks_DNS.UBBarracks_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBBarracks_ENS
Animation = UBBarracks_ENS.UBBarracks_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 = UBBarracks_A4
Animation = UBBarracks_A4.UBBarracks_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBarracks_A4N
Animation = UBBarracks_A4N.UBBarracks_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBarracks_A4S
Animation = UBBarracks_A4S.UBBarracks_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBBarracks_A4SN
Animation = UBBarracks_A4SN.UBBarracks_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBBarracks_A4
Animation = UBBarracks_A4.UBBarracks_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBBarracks_A4N
Animation = UBBarracks_A4N.UBBarracks_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBBarracks_A4S
Animation = UBBarracks_A4S.UBBarracks_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBBarracks_A4SN
Animation = UBBarracks_A4SN.UBBarracks_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBBarracks_A4
Animation = UBBarracks_A4.UBBarracks_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 = UBBarracks_A4N
Animation = UBBarracks_A4N.UBBarracks_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 = UBBarracks_A4S
Animation = UBBarracks_A4S.UBBarracks_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 = UBBarracks_A4SN
Animation = UBBarracks_A4SN.UBBarracks_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 = UBBarracks_A6
Animation = UBBarracks_A6.UBBarracks_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
ParticleSysBone = Smoke05 BuildUpSmoke
ParticleSysBone = Smoke06 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBBarracks_A6N
Animation = UBBarracks_A6N.UBBarracks_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
ParticleSysBone = Smoke05 BuildUpSmoke
ParticleSysBone = Smoke06 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBBarracks_A6S
Animation = UBBarracks_A6S.UBBarracks_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
ParticleSysBone = Smoke06 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBBarracks_A6SN
Animation = UBBarracks_A6SN.UBBarracks_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
ParticleSysBone = Smoke06 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBBarracks_A6
Animation = UBBarracks_A6.UBBarracks_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBBarracks_A6N
Animation = UBBarracks_A6N.UBBarracks_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBBarracks_A6S
Animation = UBBarracks_A6S.UBBarracks_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBBarracks_A6SN
Animation = UBBarracks_A6SN.UBBarracks_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBBarracks_A6
Animation = UBBarracks_A6.UBBarracks_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 = UBBarracks_A6N
Animation = UBBarracks_A6N.UBBarracks_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 = UBBarracks_A6S
Animation = UBBarracks_A6S.UBBarracks_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 = UBBarracks_A6SN
Animation = UBBarracks_A6SN.UBBarracks_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:Barracks
Side = GLA
EditorSorting = STRUCTURE
BuildCost = 500
BuildTime = 10.0 ; in seconds
EnergyProduction = 0
CommandSet = SpecialBarracksCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 100 100 100 100 ; Experience point value at each level
End
; *** AUDIO Parameters ***
VoiceSelect = BarracksGLASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE
Body = StructureBody ModuleTag_04
MaxHealth = 500.0
InitialHealth = 500.0
End
Behavior = HealContain ModuleTag_05
ContainMax = 10 ;way bigger than the # of objects we can have
TimeForFullHeal = 2000 ;(in milliseconds)
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
End
Behavior = RebuildHoleExposeDie ModuleTag_06
HoleName = GLAHoleBarracks
HoleMaxHealth = 500.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureSmallDeath
End
Behavior = ProductionUpdate ModuleTag_10
; nothing
End
Behavior = DefaultProductionExitUpdate ModuleTag_11
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 42.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
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_16
;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 42.0
GeometryMinorRadius = 52.0
GeometryHeight = 20.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
CommandSet SpecialBarracksCommandSet
1 = Command_ConstructGLAInfantryJarmenKell
2 = Command_ConstructGLAInfantryJarmenKell
3 = Command_ConstructGLAInfantryJarmenKell
4 = Command_ConstructGLAInfantryJarmenKell
5 = Command_ConstructGLAInfantryJarmenKell
6 = Command_ConstructGLAInfantryJarmenKell
7 = Command_UpgradeGLARebelCaptureBuilding
11 = Command_SetRallyPoint
12 = Command_Sell
End
CommandButton Command_ConstructSpecialBarracks
Command = DOZER_CONSTRUCT
Object = SpecialBarracks
TextLabel = CONTROLBAR:ConstructGLABarracks
ButtonImage = SUBarracks
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks
End
CommandSet ChinaDozerCommandSet
1 = Command_ConstructChinaPowerPlant
2 = Command_ConstructChinaAirfield
3 = Command_ConstructSpecialBarracks
4 = Command_ConstructChinaPropagandaCenter
5 = Command_ConstructChinaSupplyCenter
6 = Command_ConstructChinaSpeakerTower
7 = Command_ConstructChinaBunker
8 = Command_ConstructChinaNuclearMissileLauncher
9 = Command_ConstructChinaGattlingCannon
10 = Command_ConstructChinaCommandCenter
11 = Command_ConstructChinaWarFactory
12 = Command_DisarmMinesAtPosition
End
btw I did everything according to Shiv's tutorial except changing the stuff in the Generals.CSF because I dont need the buttons to look good just yet, I just want the game to work with my modyfied units.