hey,
I have been getting help for coding buildings for WC, since I can code mostly everything else, except this. So I will be posting code as I go, which has been coded by Mastermind. So here is the first. "The UK Airfield"
oldfaq
---------------------------------------------------------------------------------
the problem is that whenever the building is ingame *which is boned* it doesn't seem to want to build anything. First I can click on all the buttons but it won't seem to build the upgrade or the unit. I can only sell it. So here is the code for the Airfield, the upgrade for the weapon. and the Aggressor fighter for Britian.
http://www.derelictstudios.net/worldcrisis/can';tseleetc!.TGA
Quote:
;------------------------------------------------------------------------------
Object UKAirfield
; *** ART Parameters ***
SelectPortrait = SAACommand_L
ButtonImage = SAACommand
Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Parking2
ExtraPublicBone = Runway2Parking1
ExtraPublicBone = Runway2Parking2
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Park2Han
ExtraPublicBone = Runway2Park1Han
ExtraPublicBone = Runway2Park2Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = Runway1Prep2
ExtraPublicBone = Runway2Prep1
ExtraPublicBone = Runway2Prep2
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayStart2
ExtraPublicBone = RunwayEnd1
ExtraPublicBone = RunwayEnd2
OkToChangeModelColor = Yes
; day ********************************************
DefaultConditionState
Model = UKAirfield
Animation = UKAirfield.UKAirfield
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = UKAirfield_D
Animation = UKAirfield_D.UKAirfield_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UKAirfield_E
Animation = UKAirfield_E.UKAirfield_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmokeFactionLarge
ParticleSysBone = Smoke06 SmokeFactionLarge
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 FireFactionLarge
ParticleSysBone = Spark01 SparksLarge
End
ConditionState = SNOW
Model = UKAirfield_S
Animation = UKAirfield_S.UKAirfield_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = UKAirfield_DS
Animation = UKAirfield_DS.UKAirfield_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = UKAirfield_ES
Animation = UKAirfield_ES.UKAirfield_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmokeFactionLarge
ParticleSysBone = Smoke06 SmokeFactionLarge
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 FireFactionLarge
ParticleSysBone = Spark01 SparksLarge
End
; night ******************************************
ConditionState = NIGHT
Model = UKAirfield_N
Animation = UKAirfield_N.UKAirfield_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = UKAirfield_ND
Animation = UKAirfield_ND.UKAirfield_ND
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = UKAirfield_NE
Animation = UKAirfield_NE.UKAirfield_NE
AnimationMode = LOOP
End
ConditionState = NIGHT SNOW
Model = UKAirfield_NS
Animation = UKAirfield_NS.UKAirfield_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = UKAirfield_NDS
Animation = UKAirfield_NDS.UKAirfield_NDS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = UKAirfield_NES
Animation = UKAirfield_NES.UKAirfield_NES
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 = UKAirfield
Animation = UKAirfield.UKAirfield
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UKAirfield_D
Animation = UKAirfield_D.UKAirfield_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UKAirfield_E
Animation = UKAirfield_E.UKAirfield_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UKAirfield_N
Animation = UKAirfield_N.UKAirfield_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UKAirfield_ND
Animation = UKAirfield_ND.UKAirfield_ND
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UKAirfield_NE
Animation = UKAirfield_NE.UKAirfield_NE
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UKAirfield_S
Animation = UKAirfield_S.UKAirfield_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UKAirfield_DS
Animation = UKAirfield_DS.UKAirfield_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UKAirfield_ES
Animation = UKAirfield_ES.UKAirfield_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UKAirfield_NS
Animation = UKAirfield_NS.UKAirfield_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UKAirfield_NDS
Animation = UKAirfield_NDS.UKAirfield_NDS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UKAirfield_NES
Animation = UKAirfield_NES.UKAirfield_NES
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
; ------------ blinky production lights -----------------
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = None
End
ConditionState = ACTIVELY_CONSTRUCTING
Model = UKAirfield_A9
Animation = UKAirfield_A9.UKAirfield_A9
AnimationMode = LOOP
End
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_07
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 = UKAirfield_A4
Animation = UKAirfield_A4.UKAirfield_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 = UKAirfield_A4N
Animation = UKAirfield_A4N.UKAirfield_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 = UKAirfield_A4S
Animation = UKAirfield_A4S.UKAirfield_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 = UKAirfield_A4SN
; @todo srj -- missing
Animation = UKAirfield_A4SN.UKAirfield_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UKAirfield_A4
Animation = UKAirfield_A4.UKAirfield_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UKAirfield_A4N
Animation = UKAirfield_A4N.UKAirfield_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UKAirfield_A4S
Animation = UKAirfield_A4S.UKAirfield_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UKAirfield_A4SN
; @todo srj -- missing
Animation = UKAirfield_A4SN.UKAirfield_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UKAirfield_A4
Animation = UKAirfield_A4.UKAirfield_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 = UKAirfield_A4N
Animation = UKAirfield_A4N.UKAirfield_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 = UKAirfield_A4S
Animation = UKAirfield_A4S.UKAirfield_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 = UKAirfield_A4SN
; @todo srj -- missing
Animation = UKAirfield_A4SN.UKAirfield_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_08
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 = UKAirfield_A6
Animation = UKAirfield_A6.UKAirfield_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
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UKAirfield_A6N
Animation = UKAirfield_A6N.UKAirfield_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
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UKAirfield_A6S
Animation = UKAirfield_A6S.UKAirfield_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
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UKAirfield_A6SN
; @todo srj -- missing
Animation = UKAirfield_A6SN.UKAirfield_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
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UKAirfield_A6
Animation = UKAirfield_A6.UKAirfield_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UKAirfield_A6N
Animation = UKAirfield_A6N.UKAirfield_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UKAirfield_A6S
Animation = UKAirfield_A6S.UKAirfield_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UKAirfield_A6SN
; @todo srj -- missing
Animation = UKAirfield_A6SN.UKAirfield_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UKAirfield_A6
Animation = UKAirfield_A6.UKAirfield_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 = UKAirfield_A6N
Animation = UKAirfield_A6N.UKAirfield_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 = UKAirfield_A6S
Animation = UKAirfield_A6S.UKAirfield_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 = UKAirfield_A6SN
; @todo srj -- missing
Animation = UKAirfield_A6SN.UKAirfield_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_09
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 = UKAirfield_A5
Animation = UKAirfield_A5.UKAirfield_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = UKAirfield_A5N
Animation = UKAirfield_A5N.UKAirfield_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = UKAirfield_A5S
Animation = UKAirfield_A5S.UKAirfield_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = UKAirfield_A5SN
Animation = UKAirfield_A5SN.UKAirfield_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UKAirfield_AB
Animation = UKAirfield_AB.UKAirfield_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UKAirfield_ABN
Animation = UKAirfield_ABN.UKAirfield_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UKAirfield_ABS
; @todo srj -- not found
Animation = UKAirfield_ABS.UKAirfield_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UKAirfield_ABSN
Animation = UKAirfield_ABSN.UKAirfield_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UKAirfield_AB
Animation = UKAirfield_AB.UKAirfield_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 = UKAirfield_ABN
Animation = UKAirfield_ABN.UKAirfield_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 = UKAirfield_ABS
; @todo srj -- not found
Animation = UKAirfield_ABS.UKAirfield_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 = UKAirfield_ABS
Animation = UKAirfield_ABS.UKAirfield_ABS
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:Airfield
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = UKPowerPlant
End
BuildCost = 1000
BuildTime = 30.0 ; in seconds
EnergyProduction = -1
CommandSet = UKAirfieldCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 150 150 150 150 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = AirfieldUSASelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD
Body = StructureBody ModuleTag_10
MaxHealth = 1500.0
InitialHealth = 1500.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 1700
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 10
NumRows = 2
NumCols = 2
HasRunways = Yes
ApproachHeight = 50
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End
Behavior = DestroyDie ModuleTag_14
;nothing
End
Behavior = CreateObjectDie ModuleTag_15
CreationList = OCL_ABPowerPlantExplode
End
Behavior = FXListDie ModuleTag_17
DeathFX = FX_StructureMediumDeath
End
Behavior = FlammableUpdate ModuleTag_19
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_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
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
Geometry = BOX
GeometryMajorRadius = 112.0
GeometryMinorRadius = 74.0
GeometryHeight = 25.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
|
Quote:
;------------------------------------------------------------------------------
Object UKAggressor
; *** ART Parameters ***
SelectPortrait = SACRaptor_L
ButtonImage = SACRaptor
UpgradeCameo1 = Upgrade_HeatMissiles
UpgradeCameo2 = Upgrade_AmericaCountermeasures
UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = UKAggressor
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
End
ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End
ConditionState = REALLYDAMAGED
Model = UKAggressor_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End
ConditionState = REALLYDAMAGED JETEXHAUST
Model = UKAggressor_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = UKAggressor_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = RUBBLE
Model = UKAggressor_D1B
HideSubObject = None
ShowSubObject = None
End
ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = UKAggressor_D1B
;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:UK Aggressor
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
Object = UKAirfield
End
WeaponSet
Conditions = None
Weapon = PRIMARY AggressorMissileWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY AggressorUpgradedMissileWeapon
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End
BuildCost = 1200
BuildTime = 20
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = UKAggressorCommandSet
; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 150.0
InitialHealth = 150.0
End
Behavior = WeaponSetUpgrade ModuleTag_03
TriggeredBy = Upgrade_HeatMissiles
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End
Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 3 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End
Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End
Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End
Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL RaptorJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.
End
|
Quote:
;-----------------------------------
Upgrade Upgrade_HeatMissiles
DisplayName = UPGRADE:HeatMissiles
BuildTime = 45.0
BuildCost = 2000
ButtonImage = SSPlaneLaserMissiles
ResearchSound = RaptorVoiceUpgradeLaserGuidedMissiles
End
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