Ok here it is, any help wpuld be appreciated. Apparently the error is in here somehere, no doubts it will be blindingly obvious.
Quote:
;------------------------------------------------------------------------------
Object AmericaDetentionCamp
; *** ART Parameters ***
SelectPortrait = SAPrison_L
ButtonImage = SAPrison
Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = PRISONYARD
OkToChangeModelColor = Yes
; day ****************************************
ConditionState = NONE
Model = ABPrison
Animation = ABPrison.ABPrison
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ABPrison_D
Animation = ABPrison_D.ABPrison_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABPrison_E
Animation = ABPrison_E.ABPrison_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Smoke08 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Smoke07 SmolderingFire
ParticleSysBone = Smoke08 SmolderingFire
End
; night ***************************************
ConditionState = NIGHT
Model = ABPrison_N
Animation = ABPrison_N.ABPrison_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ABPrison_DN
Animation = ABPrison_DN.ABPrison_DN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABPrison_EN
Animation = ABPrison_EN.ABPrison_EN
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Smoke08 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Smoke07 SmolderingFire
ParticleSysBone = Smoke08 SmolderingFire
End
; day snow ****************************************
ConditionState = SNOW
Model = ABPrison_S
Animation = ABPrison_S.ABPrison_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ABPrison_DS
Animation = ABPrison_DS.ABPrison_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABPrison_ES
Animation = ABPrison_ES.ABPrison_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Smoke08 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Smoke07 SmolderingFire
ParticleSysBone = Smoke08 SmolderingFire
End
; night snow ***************************************
ConditionState = NIGHT SNOW
Model = ABPrison_NS
Animation = ABPrison_NS.ABPrison_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = ABPrison_DNS
Animation = ABPrison_DNS.ABPrison_DNS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABPrison_ENS
Animation = ABPrison_ENS.ABPrison_ENS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke07 SmolderingSmoke
ParticleSysBone = Smoke08 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Smoke07 SmolderingFire
ParticleSysBone = Smoke08 SmolderingFire
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 = ABPrison
Animation = ABPrison.ABPrison
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABPrison_D
Animation = ABPrison_D.ABPrison_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABPrison_E
Animation = ABPrison_E.ABPrison_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABPrison_N
Animation = ABPrison_N.ABPrison_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABPrison_DN
Animation = ABPrison_DN.ABPrison_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABPrison_EN
Animation = ABPrison_EN.ABPrison_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABPrison_S
Animation = ABPrison_S.ABPrison_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABPrison_DS
Animation = ABPrison_DS.ABPrison_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABPrison_ES
Animation = ABPrison_ES.ABPrison_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABPrison_NS
Animation = ABPrison_NS.ABPrison_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABPrison_DNS
Animation = ABPrison_DNS.ABPrison_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABPrison_ENS
Animation = ABPrison_ENS.ABPrison_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 = ABPrison_A4
Animation = ABPrison_A4.ABPrison_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 = ABPrison_A4N
Animation = ABPrison_A4N.ABPrison_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 = ABPrison_A4S
Animation = ABPrison_A4S.ABPrison_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 = ABPrison_A4SN
Animation = ABPrison_A4SN.ABPrison_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPrison_A4
Animation = ABPrison_A4.ABPrison_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPrison_A4N
Animation = ABPrison_A4N.ABPrison_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPrison_A4S
Animation = ABPrison_A4S.ABPrison_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPrison_A4SN
Animation = ABPrison_A4SN.ABPrison_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPrison_A4
Animation = ABPrison_A4.ABPrison_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 = ABPrison_A4N
Animation = ABPrison_A4N.ABPrison_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 = ABPrison_A4S
Animation = ABPrison_A4S.ABPrison_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 = ABPrison_A4SN
Animation = ABPrison_A4SN.ABPrison_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 = ABPrison_A6
Animation = ABPrison_A6.ABPrison_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 = ABPrison_A6N
Animation = ABPrison_A6N.ABPrison_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 = ABPrison_A6S
Animation = ABPrison_A6S.ABPrison_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 = ABPrison_A6SN
Animation = ABPrison_A6SN.ABPrison_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 = ABPrison_A6
Animation = ABPrison_A6.ABPrison_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPrison_A6N
Animation = ABPrison_A6N.ABPrison_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPrison_A6S
Animation = ABPrison_A6S.ABPrison_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPrison_A6SN
Animation = ABPrison_A6SN.ABPrison_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPrison_A6
Animation = ABPrison_A6.ABPrison_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 = ABPrison_A6N
Animation = ABPrison_A6N.ABPrison_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 = ABPrison_A6S
Animation = ABPrison_A6S.ABPrison_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 = ABPrison_A6SN
Animation = ABPrison_A6SN.ABPrison_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 = ABPrison_A5
Animation = ABPrison_A5.ABPrison_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A5N
Animation = ABPrison_A5N.ABPrison_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A5S
Animation = ABPrison_A5S.ABPrison_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABPrison_A5SN
Animation = ABPrison_A5SN.ABPrison_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPrison_AB
Animation = ABPrison_AB.ABPrison_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPrison_ABN
Animation = ABPrison_ABN.ABPrison_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPrison_ABS
Animation = ABPrison_ABS.ABPrison_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPrison_ABSN
Animation = ABPrison_ABSN.ABPrison_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPrison_AB
Animation = ABPrison_AB.ABPrison_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 = ABPrison_ABN
Animation = ABPrison_ABN.ABPrison_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 = ABPrison_ABS
Animation = ABPrison_ABS.ABPrison_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 = ABPrison_ABSN
Animation = ABPrison_ABSN.ABPrison_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 etentionCamp
Side = AmericaSuperWeaponGeneral
EditorSorting = STRUCTURE
Prerequisites
Object = SUpw_AmericaStrategyCenter
End
BuildCost = 1000
BuildTime = 30.0 ; in seconds
EnergyProduction = 0
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaDetentionCampCommandSet
ExperienceValue = 100 100 100 100 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = DetentionCampSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_05
MaxHealth = 2000.0
InitialHealth = 2000.0
End
;************************************************* ***********
;* DISABLED FOR MULTIPLAY TEST *
;************************************************* ***********
;*Behavior = PrisonBehavior ModuleTag_06 *
;* EnterSound = EnterPrison *
;* ExitSound = ExitPrison *
;* YardBonePrefix = PRISONYARD *
;* ShowPrisoners = Yes *
;*End *
;*Behavior = SpawnBehavior ModuleTag_07 *
;* SpawnNumber = 1 *
;* SpawnReplaceDelay = 1000 *
;* SpawnTemplateName = AmericaVehiclePOWTruck *
;* OneShot = No *
;* CanReclaimOrphans = Yes *
;*End *
;*Behavior = PrisonDockUpdate ModuleTag_09 *
;* NumberApproachPositions = 9 *
;*End *
;************************************************* ***********
Behavior = BaseRegenerateUpdate ModuleTag_08
;<NO DATA>
End
Behavior = DestroyDie ModuleTag_10
;<NO DATA>
End
Behavior = CreateObjectDie ModuleTag_12
CreationList = OCL_ABPowerPlantExplode
End
Behavior = CreateObjectDie ModuleTag_13
CreationList = OCL_AmericanRangerDebris08
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_14
DeathFX = FX_StructureMediumDeath
End
Behavior = SpyVisionSpecialPower ModuleTag_15
SpecialPowerTemplate = SuperweaponCIAIntelligence
BaseDuration = 30000 ;in milliseconds
BonusDurationPerCaptured = 10000 ;in milliseconds
MaxDuration = 240000 ;in milliseconds
End
Behavior = SpyVisionUpdate ModuleTag_16
;<NO DATA>
End
Behavior = FlammableUpdate ModuleTag_18
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_19
;-------------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 = 49.0
GeometryMinorRadius = 63.0
GeometryHeight = 35.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
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