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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 02-28-2004, 01:12 PM   #1 (permalink)
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Default GLA Wind Plant Script ''Help''

hi ppl i got a question:

is there someone that have a GLA Power Plant script for me?

u will be very thankfull

greets
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Old 02-29-2004, 01:51 AM   #2 (permalink)
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Isn't it included in the BETA files of the game?
I bet if you look there, you would find it.
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Old 02-29-2004, 07:16 AM   #3 (permalink)
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thanks but its not in the beta i found only the windblade animation script
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Old 02-29-2004, 02:07 PM   #4 (permalink)
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Default

Code:
;------------------------------------------------------------------------------
Object GLAPowerPlant

  ; *** ART Parameters ***
  SelectPortrait         = GlaPowerPlan_L
  ButtonImage            = GlaPowerPlan
  ;day
  Draw                = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ConditionState    = NONE
      Model           = UBPwrPlant
      Animation       = UBPwrPlant.UBPwrPlant
      AnimationMode   = LOOP
      ;ParticleSysBone = Smoke01 SteamVent
      ;ParticleSysBone = Smoke02 SteamVent
    End
    ConditionState    = DAMAGED
      Model           = UBPwrPlant_D
      Animation       = UBPwrPlant_D.UBPwrPlant_D
      AnimationMode   = LOOP
      ;ParticleSysBone = Smoke01 SteamLarge
      ;ParticleSysBone = Smoke02 SteamMedium
      ;ParticleSysBone = Smoke03 SmolderingSmoke
      ;ParticleSysBone = Smoke04 SmolderingSmoke
      ;ParticleSysBone = Smoke05 SmolderingSmoke
      ;ParticleSysBone = Smoke06 FireFactionLarge
      ;ParticleSysBone = Fire01  SmolderingFire
    End
    ConditionState    = REALLYDAMAGED RUBBLE
      Model           = UBPwrPlant_E
      Animation       = UBPwrPlant_E.UBPwrPlant_E
      AnimationMode   = LOOP
      ;ParticleSysBone = Smoke01 SteamVent
      ;ParticleSysBone = Smoke02 SteamVent
      ;ParticleSysBone = Smoke03 SmolderingSmoke
      ;ParticleSysBone = Smoke04 SmolderingSmoke
      ;ParticleSysBone = Smoke05 SmolderingSmoke
      ;ParticleSysBone = Smoke06 SmolderingSmoke
      ;ParticleSysBone = Fire01  SmolderingFire
      ;ParticleSysBone = Fire02  SmolderingFire
      ;ParticleSysBone = Spark01 SparksLarge
      ;ParticleSysBone = Spark02 SparksMedium
      ;ParticleSysBone = Spark03 SparksSmall
      ;ParticleSysBone = Spark04 LiveWireSparks
    End

      ;night
    ConditionState    = NIGHT
      Model           = UBPwrPlant_N
      Animation       = UBPwrPlant_N.UBPwrPlant_N
      AnimationMode   = LOOP
    End
    ConditionState    = NIGHT DAMAGED
      Model           = UBPwrPlant_DN
      Animation       = UBPwrPlant_DN.UBPwrPlant_DN
      AnimationMode   = LOOP
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
      ParticleSysBone = Smoke06 SmolderingSmoke
      ParticleSysBone = Fire01  SmolderingFire
    End
    ConditionState    = REALLYDAMAGED RUBBLE NIGHT
      Model           = UBPwrPlant_EN
      Animation       = UBPwrPlant_EN.UBPwrPlant_EN
      AnimationMode   = LOOP
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
      ParticleSysBone = Smoke06 SmolderingSmoke
      ParticleSysBone = Fire01  SmolderingFire
      ParticleSysBone = Fire02  SmolderingFire
      ParticleSysBone = Spark01 LiveWireSparks
      ParticleSysBone = Spark02 LiveWireSparks
      ParticleSysBone = Spark03 LiveWireSparks
      ParticleSysBone = Spark04 LiveWireSparks
    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              = UBPwrPlant
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = UBPwrPlant_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = UBPwrPlant_E
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model              = UBPwrPlant_N
      Animation          = UBPwrPlant_N.UBPwrPlant_N
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
      Model              = UBPwrPlant_DN
      Animation          = UBPwrPlant_DN.UBPwrPlant_DN
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
      Model              = UBPwrPlant_EN
      Animation          = UBPwrPlant_EN.UBPwrPlant_EN
      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  = SOLD
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD NIGHT
    AliasConditionState  = SOLD NIGHT DAMAGED
    AliasConditionState  = SOLD NIGHT 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    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_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           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      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    = PARTIALLY_CONSTRUCTED
      Model           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Dust01 BuildingDustChina
      ParticleSysBone = Smoke01 BuildUpSmokeChina
      ParticleSysBone = Smoke02 BuildUpSmokeChina
      ParticleSysBone = Smoke03 BuildUpSmokeChina
      ParticleSysBone = Smoke04 BuildUpSmokeChina
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Dust01 BuildingDustChina
      ParticleSysBone = Smoke01 BuildUpSmokeChina
      ParticleSysBone = Smoke02 BuildUpSmokeChina
      ParticleSysBone = Smoke03 BuildUpSmokeChina
      ParticleSysBone = Smoke04 BuildUpSmokeChina
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_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           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      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    = SOLD
      Model           = NONE
    End

    ConditionState  = ACTIVELY_BEING_CONSTRUCTED
      Model           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = LOOP
      TransitionKey  = UP_DAY
    End

    ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
      Model           = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = LOOP
      TransitionKey  = UP_NIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model            = UBPwrPlant_A6
      Animation       = UBPwrPlant_A6.UBPwrPlant_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End

    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model            = NBPwrPlant_ABN
      Animation       = NBPwrPlant_ABN.NBPwrPlant_ABN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model            = NBPwrPlant_AB
      Animation       = NBPwrPlant_AB.NBPwrPlant_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            = NBPwrPlant_ABN
      Animation       = NBPwrPlant_ABN.NBPwrPlant_ABN
      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:GLAPowerPlant
  Side                = GLA
  EditorSorting       = STRUCTURE
  BuildCost           = 900
  BuildTime           = 10.0           ; in seconds
  EnergyProduction    = 10
  EnergyBonus         = 30
  VisionRange         = 200.0          ; Shroud clearing distance
  ShroudClearingRange = 200
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End
  CommandSet          = GLAPowerPlantCommandSet
  ExperienceValue     = 100 100 100 100  ; Experience point value at each level

  ; *** AUDIO Parameters ***
  VoiceSelect         = NuclearReactorSelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority       = STRUCTURE
  KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY

  Body                = StructureBody ModuleTag_05
    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        = RebuildHoleExposeDie ModuleTag_09
    HoleName      = GLAHolePowerPlant
    HoleMaxHealth = 500.0
  End

  Behavior = PowerPlantUpgrade ModuleTag_06
    TriggeredBy = Upgrade_GLAAdv.PowerSupply
  End

  Behavior                 = DestroyDie ModuleTag_07
    ;nothing
  End
  Behavior                 = CreateObjectDie ModuleTag_08
    CreationList      = OCL_SmallStructureDebris
  End

  Behavior = ProductionUpdate ModuleTag_10
    ; nothing, but is required if we have any Object-level Upgrades!
  End
  Behavior = PowerPlantUpdate ModuleTag_11
    RodsExtendTime = 1
  End

  Behavior = FlammableUpdate ModuleTag_14
    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_15
    ;-------------DESIGNED FOR SMALL SIZED 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

  Behavior             = FXListDie ModuleTag_16
    DeathFX       = FX_BuildingDie
  End

  Geometry            = BOX
  GeometryMajorRadius = 27.0
  GeometryMinorRadius = 34.0
  GeometryHeight      = 40.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME
  BuildCompletion     = PLACED_BY_PLAYER

End

;------------------------------------------------------------------------------
ObjectReskin GLAHolePowerPlant GLAHole
  Draw                     = W3DModelDraw ModuleTag_01
    OkToChangeModelColor   = Yes
    ConditionState         = NONE
      Model                = UBHole
    End
    ConditionState         = DAMAGED
      Model                = UBHole_D
      ParticleSysBone      = Smoke01 SteamVent
    End
    ConditionState         = REALLYDAMAGED
      Model                = UBHole_E
      ParticleSysBone      = Smoke01 SteamVent
      ParticleSysBone      = Smoke02 SteamVent
      ParticleSysBone      = Fire01 GLAPowerPlantFlame
      ParticleSysBone      = Fire02 GLAPowerPlantFlame
      ParticleSysBone      = Fire03 GLAPowerPlantFlame
    End
  End
  Draw                     = W3DModelDraw ModuleTag_02
    OkToChangeModelColor   = Yes
    ConditionState         = NONE
      Model                = UBBarracks_R
      ParticleSysBone      = FLame01 FireSmallContinuous
      ParticleSysBone      = Flame02 FireSmallContinuous
      ParticleSysBone      = Smoke01 SmolderingSmoke
      ParticleSysBone      = Smoke02 SmolderingSmoke
      ParticleSysBone      = Smoke04 SmolderingSmoke
      ParticleSysBone      = Smoke05 SmolderingSmoke
    End
    ConditionState         = DAMAGED REALLYDAMAGED
      Model                = UBBarracks_R
      ParticleSysBone      = FLame01 FireSmallContinuous
      ParticleSysBone      = Flame02 FireSmallContinuous
      ParticleSysBone      = Smoke01 SmolderingSmoke
      ParticleSysBone      = Smoke02 SmolderingSmoke
      ParticleSysBone      = Smoke04 SmolderingSmoke
      ParticleSysBone      = Smoke05 SmolderingSmoke
    End
  End
End
There you go buddy. Hope this helps.
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Old 02-29-2004, 02:16 PM   #5 (permalink)
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Thank You very much Vanguard
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