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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 06-25-2004, 01:07 AM   #1 (permalink)
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Join Date: Jun 2003
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Default Help with code.

Code:
;------------------------------------------------------------------------------
Object Infa_ChinaBunker

  ; *** ART Parameters ***
  SelectPortrait         = SNSuperBunk_L
  ButtonImage            = SNSuperBunk
  UpgradeCameo1 = Infa_Upgrade_ChinaFortifyBunkers
  Draw                   = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
   
   
    ;day
    DefaultConditionState;       = NONE
      Model              = NBBunkerI
      HideSubObject      = Box02
    End
    ConditionState       = DAMAGED
      Model              = NBBunkerI_D
      HideSubObject      = Box02
      ParticleSysBone      = Fire01  SmolderingFire
      ParticleSysBone      = Smoke01 SmolderingSmoke
      ParticleSysBone      = Fire01  SmolderingFlameCore
      ParticleSysBone      = Fire02  SmolderingFire
      ParticleSysBone      = Smoke02 SmolderingSmoke
      ParticleSysBone      = Fire02  SmolderingFlameCore
    End
    ConditionState       = REALLYDAMAGED RUBBLE
      Model              = NBBunkerI_E
      HideSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End
    
    ConditionState       = GARRISONED
      Model              = NBBunkerI_G
      HideSubObject      = Box02
    End
    ConditionState       = DAMAGED GARRISONED
      Model              = NBBunkerI_DG
      HideSubObject      = Box02
        ParticleSysBone      = Fire01  SmolderingFire
        ParticleSysBone      = Smoke01 SmolderingSmoke
        ParticleSysBone      = Fire01  SmolderingFlameCore
        ParticleSysBone      = Fire02  SmolderingFire
        ParticleSysBone      = Smoke02 SmolderingSmoke
        ParticleSysBone      = Fire02  SmolderingFlameCore
    End
    ConditionState       = REALLYDAMAGED RUBBLE GARRISONED
      Model              = NBBunkerI_EG
      HideSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End
    
    ConditionState       = SNOW
      Model              = NBBunkerI_S
      HideSubObject      = Box02
    End
    ConditionState       = DAMAGED SNOW
      Model              = NBBunkerI_DS
      HideSubObject      = Box02
        ParticleSysBone      = Fire01  SmolderingFire
        ParticleSysBone      = Smoke01 SmolderingSmoke
        ParticleSysBone      = Fire01  SmolderingFlameCore
        ParticleSysBone      = Fire02  SmolderingFire
        ParticleSysBone      = Smoke02 SmolderingSmoke
        ParticleSysBone      = Fire02  SmolderingFlameCore
    End
    ConditionState       = REALLYDAMAGED RUBBLE SNOW
      Model              = NBBunkerI_ES
      HideSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End
    
    ConditionState       = SNOW GARRISONED
      Model              = NBBunkerI_SG
      HideSubObject      = Box02
    End
    ConditionState       = DAMAGED SNOW GARRISONED
      Model              = NBBunkerI_DSG
      HideSubObject      = Box02
        ParticleSysBone      = Fire01  SmolderingFire
        ParticleSysBone      = Smoke01 SmolderingSmoke
        ParticleSysBone      = Fire01  SmolderingFlameCore
        ParticleSysBone      = Fire02  SmolderingFire
        ParticleSysBone      = Smoke02 SmolderingSmoke
        ParticleSysBone      = Fire02  SmolderingFlameCore
    End
    ConditionState       = REALLYDAMAGED RUBBLE SNOW GARRISONED
      Model              = NBBunkerI_ESG
      HideSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End
    
   ;night
    ConditionState       = NIGHT
      Model              = NBBunkerI_N
      HideSubObject      = Box02
    End
    ConditionState       = DAMAGED NIGHT
      Model              = NBBunkerI_DN
      HideSubObject      = Box02
      ParticleSysBone        = Fire01  SmolderingFire
      ParticleSysBone        = Smoke01 SmolderingSmoke
      ParticleSysBone        = Fire01  SmolderingFlameCore
      ParticleSysBone        = Fire02  SmolderingFire
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Fire02  SmolderingFlameCore
    End
    ConditionState       = REALLYDAMAGED RUBBLE NIGHT
      Model              = NBBunkerI_EN
      HideSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End
    
    ;night
    ConditionState       = NIGHT GARRISONED
      Model              = NBBunkerI_NG
      HideSubObject      = Box02
    End
    ConditionState       = DAMAGED NIGHT GARRISONED
      Model              = NBBunkerI_DNG
      HideSubObject      = Box02
      ParticleSysBone        = Fire01  SmolderingFire
      ParticleSysBone        = Smoke01 SmolderingSmoke
      ParticleSysBone        = Fire01  SmolderingFlameCore
      ParticleSysBone        = Fire02  SmolderingFire
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Fire02  SmolderingFlameCore
    End
    ConditionState       = REALLYDAMAGED RUBBLE NIGHT GARRISONED
      Model              = NBBunkerI_ENG
      HideSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End
    
    ;night snow
    ConditionState       = NIGHT SNOW
      Model              = NBBunkerI_NS
      HideSubObject      = Box02
    End
    ConditionState       = DAMAGED NIGHT SNOW
      Model              = NBBunkerI_DNS
      HideSubObject      = Box02
      ParticleSysBone        = Fire01  SmolderingFire
      ParticleSysBone        = Smoke01 SmolderingSmoke
      ParticleSysBone        = Fire01  SmolderingFlameCore
      ParticleSysBone        = Fire02  SmolderingFire
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Fire02  SmolderingFlameCore
    End
    ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
      Model              = NBBunkerI_ENS
      HideSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End
    
       ;night snow
    ConditionState       = NIGHT SNOW GARRISONED
      Model              = NBBunkerI_NSG
      HideSubObject      = Box02
    End
    ConditionState       = DAMAGED NIGHT SNOW GARRISONED
      Model              = NBBunkerI_DNSG
      HideSubObject      = Box02
      ParticleSysBone        = Fire01  SmolderingFire
      ParticleSysBone        = Smoke01 SmolderingSmoke
      ParticleSysBone        = Fire01  SmolderingFlameCore
      ParticleSysBone        = Fire02  SmolderingFire
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Fire02  SmolderingFlameCore
    End
    ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED
      Model              = NBBunkerI_ENSG
      HideSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    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              = NBBunkerI
      ;Animation          = NBBunkerI.NBBunkerI
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = NBBunkerI_D
      ;Animation          = NBBunkerI_D.NBBunkerI_D
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = NBBunkerI_E
      ;Animation          = NBBunkerI_E.NBBunkerI_E
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model              = NBBunkerI_N
      ;Animation          = NBBunkerI_N.NBBunkerI_N
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
      Model              = NBBunkerI_DN
      ;Animation          = NBBunkerI_DN.NBBunkerI_DN
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
      Model              = NBBunkerI_EN
      ;Animation          = NBBunkerI_EN.NBBunkerI_EN
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = NBBunkerI_S
      ;Animation          = NBBunkerI_S.NBBunkerI_S
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
      Model              = NBBunkerI_DS
      ;Animation          = NBBunkerI_DS.NBBunkerI_DS
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
      Model              = NBBunkerI_ES
      ;Animation          = NBBunkerI_ES.NBBunkerI_ES
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model              = NBBunkerI_NS
      ;Animation          = NBBunkerI_NS.NBBunkerI_NS
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
      Model              = NBBunkerI_DNS
      ;Animation          = NBBunkerI_DNS.NBBunkerI_DNS
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
      Model              = NBBunkerI_ENS
     ; Animation          = NBBunkerI_ENS.NBBunkerI_ENS
     ; AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      HideSubObject      = Box02
    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
    AliasConditionState  = SOLD GARRISONED
    AliasConditionState  = SOLD DAMAGED GARRISONED
    AliasConditionState  = SOLD REALLYDAMAGED GARRISONED
    AliasConditionState  = SOLD NIGHT GARRISONED
    AliasConditionState  = SOLD NIGHT DAMAGED GARRISONED
    AliasConditionState  = SOLD NIGHT REALLYDAMAGED GARRISONED
    AliasConditionState  = SOLD SNOW GARRISONED
    AliasConditionState  = SOLD SNOW DAMAGED GARRISONED
    AliasConditionState  = SOLD SNOW REALLYDAMAGED GARRISONED
    AliasConditionState  = SOLD NIGHT SNOW GARRISONED
    AliasConditionState  = SOLD NIGHT SNOW DAMAGED GARRISONED
    AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED
    ;--------------------------------------------------------------------------------------------------------------------------
  End

;-------------------------Bunker with Fortification Upgrade-------------
  Draw = W3DModelDraw ModuleTag_60
    ;day
    DefaultConditionState ;= USER_1
      Model              = NONE
    End
    ConditionState = USER_1
      Model              = NBBunkerI
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 DAMAGED
      Model              = NBBunkerI_D
      ShowSubObject      = Box02
      ParticleSysBone      = Fire01  SmolderingFire
      ParticleSysBone      = Smoke01 SmolderingSmoke
      ParticleSysBone      = Fire01  SmolderingFlameCore
      ParticleSysBone      = Fire02  SmolderingFire
      ParticleSysBone      = Smoke02 SmolderingSmoke
      ParticleSysBone      = Fire02  SmolderingFlameCore
    End
    ConditionState       = USER_1 REALLYDAMAGED RUBBLE
      Model              = NBBunkerI_E
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End

    ConditionState       = USER_1 GARRISONED
      Model              = NBBunkerI_G
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 DAMAGED GARRISONED
      Model              = NBBunkerI_DG
      ShowSubObject      = Box02
        ParticleSysBone      = Fire01  SmolderingFire
        ParticleSysBone      = Smoke01 SmolderingSmoke
        ParticleSysBone      = Fire01  SmolderingFlameCore
        ParticleSysBone      = Fire02  SmolderingFire
        ParticleSysBone      = Smoke02 SmolderingSmoke
        ParticleSysBone      = Fire02  SmolderingFlameCore
    End
    ConditionState       = USER_1 REALLYDAMAGED RUBBLE GARRISONED
      Model              = NBBunkerI_EG
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End

    ConditionState       = USER_1 SNOW
      Model              = NBBunkerI_S
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 DAMAGED SNOW
      Model              = NBBunkerI_DS
      ShowSubObject      = Box02
        ParticleSysBone      = Fire01  SmolderingFire
        ParticleSysBone      = Smoke01 SmolderingSmoke
        ParticleSysBone      = Fire01  SmolderingFlameCore
        ParticleSysBone      = Fire02  SmolderingFire
        ParticleSysBone      = Smoke02 SmolderingSmoke
        ParticleSysBone      = Fire02  SmolderingFlameCore
    End
    ConditionState       = USER_1 REALLYDAMAGED RUBBLE SNOW
      Model              = NBBunkerI_ES
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End

    ConditionState       = USER_1 SNOW GARRISONED
      Model              = NBBunkerI_SG
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 DAMAGED SNOW GARRISONED
      Model              = NBBunkerI_DSG
      ShowSubObject      = Box02
        ParticleSysBone      = Fire01  SmolderingFire
        ParticleSysBone      = Smoke01 SmolderingSmoke
        ParticleSysBone      = Fire01  SmolderingFlameCore
        ParticleSysBone      = Fire02  SmolderingFire
        ParticleSysBone      = Smoke02 SmolderingSmoke
        ParticleSysBone      = Fire02  SmolderingFlameCore
    End
    ConditionState       = USER_1 REALLYDAMAGED RUBBLE SNOW GARRISONED
      Model              = NBBunkerI_ESG
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End

   ;night
    ConditionState       = USER_1 NIGHT
      Model              = NBBunkerI_N
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 DAMAGED NIGHT
      Model              = NBBunkerI_DN
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01  SmolderingFire
      ParticleSysBone        = Smoke01 SmolderingSmoke
      ParticleSysBone        = Fire01  SmolderingFlameCore
      ParticleSysBone        = Fire02  SmolderingFire
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Fire02  SmolderingFlameCore
    End
    ConditionState       = USER_1 REALLYDAMAGED RUBBLE NIGHT
      Model              = NBBunkerI_EN
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End

    ;night
    ConditionState       = USER_1 NIGHT GARRISONED
      Model              = NBBunkerI_NG
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 DAMAGED NIGHT GARRISONED
      Model              = NBBunkerI_DNG
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01  SmolderingFire
      ParticleSysBone        = Smoke01 SmolderingSmoke
      ParticleSysBone        = Fire01  SmolderingFlameCore
      ParticleSysBone        = Fire02  SmolderingFire
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Fire02  SmolderingFlameCore
    End
    ConditionState       = USER_1 REALLYDAMAGED RUBBLE NIGHT GARRISONED
      Model              = NBBunkerI_ENG
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End

    ;night snow
    ConditionState       = USER_1 NIGHT SNOW
      Model              = NBBunkerI_NS
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 DAMAGED NIGHT SNOW
      Model              = NBBunkerI_DNS
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01  SmolderingFire
      ParticleSysBone        = Smoke01 SmolderingSmoke
      ParticleSysBone        = Fire01  SmolderingFlameCore
      ParticleSysBone        = Fire02  SmolderingFire
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Fire02  SmolderingFlameCore
    End
    ConditionState       = USER_1 REALLYDAMAGED RUBBLE NIGHT SNOW
      Model              = NBBunkerI_ENS
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End

       ;night snow
    ConditionState       = USER_1 NIGHT SNOW GARRISONED
      Model              = NBBunkerI_NSG
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 DAMAGED NIGHT SNOW GARRISONED
      Model              = NBBunkerI_DNSG
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01  SmolderingFire
      ParticleSysBone        = Smoke01 SmolderingSmoke
      ParticleSysBone        = Fire01  SmolderingFlameCore
      ParticleSysBone        = Fire02  SmolderingFire
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Fire02  SmolderingFlameCore
    End
    ConditionState       = USER_1 REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED
      Model              = NBBunkerI_ENSG
      ShowSubObject      = Box02
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End

        ;--------------------------------------------------------------------------------------------------------------------------
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = NBBunkerI
      ;Animation          = NBBunkerI.NBBunkerI
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = NBBunkerI_D
      ;Animation          = NBBunkerI_D.NBBunkerI_D
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = NBBunkerI_E
      ;Animation          = NBBunkerI_E.NBBunkerI_E
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model              = NBBunkerI_N
      ;Animation          = NBBunkerI_N.NBBunkerI_N
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
      Model              = NBBunkerI_DN
      ;Animation          = NBBunkerI_DN.NBBunkerI_DN
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
      Model              = NBBunkerI_EN
      ;Animation          = NBBunkerI_EN.NBBunkerI_EN
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = NBBunkerI_S
      ;Animation          = NBBunkerI_S.NBBunkerI_S
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
      Model              = NBBunkerI_DS
      ;Animation          = NBBunkerI_DS.NBBunkerI_DS
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
      Model              = NBBunkerI_ES
      ;Animation          = NBBunkerI_ES.NBBunkerI_ES
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model              = NBBunkerI_NS
      ;Animation          = NBBunkerI_NS.NBBunkerI_NS
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
      Model              = NBBunkerI_DNS
      ;Animation          = NBBunkerI_DNS.NBBunkerI_DNS
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End
    ConditionState       = USER_1 AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
      Model              = NBBunkerI_ENS
     ; Animation          = NBBunkerI_ENS.NBBunkerI_ENS
     ; AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
      ShowSubObject      = Box02
    End

    ConditionState       = USER_1 AWAITING_CONSTRUCTION
      Model              = NONE
    End
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION NIGHT
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION NIGHT DAMAGED
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION NIGHT SNOW
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
    AliasConditionState  = USER_1 AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
    AliasConditionState  = USER_1 SOLD
    AliasConditionState  = USER_1 SOLD DAMAGED
    AliasConditionState  = USER_1 SOLD REALLYDAMAGED
    AliasConditionState  = USER_1 SOLD NIGHT
    AliasConditionState  = USER_1 SOLD NIGHT DAMAGED
    AliasConditionState  = USER_1 SOLD NIGHT REALLYDAMAGED
    AliasConditionState  = USER_1 SOLD SNOW
    AliasConditionState  = USER_1 SOLD SNOW DAMAGED
    AliasConditionState  = USER_1 SOLD SNOW REALLYDAMAGED
    AliasConditionState  = USER_1 SOLD NIGHT SNOW
    AliasConditionState  = USER_1 SOLD NIGHT SNOW DAMAGED
    AliasConditionState  = USER_1 SOLD NIGHT SNOW REALLYDAMAGED
    AliasConditionState  = USER_1 SOLD GARRISONED
    AliasConditionState  = USER_1 SOLD DAMAGED GARRISONED
    AliasConditionState  = USER_1 SOLD REALLYDAMAGED GARRISONED
    AliasConditionState  = USER_1 SOLD NIGHT GARRISONED
    AliasConditionState  = USER_1 SOLD NIGHT DAMAGED GARRISONED
    AliasConditionState  = USER_1 SOLD NIGHT REALLYDAMAGED GARRISONED
    AliasConditionState  = USER_1 SOLD SNOW GARRISONED
    AliasConditionState  = USER_1 SOLD SNOW DAMAGED GARRISONED
    AliasConditionState  = USER_1 SOLD SNOW REALLYDAMAGED GARRISONED
    AliasConditionState  = USER_1 SOLD NIGHT SNOW GARRISONED
    AliasConditionState  = USER_1 SOLD NIGHT SNOW DAMAGED GARRISONED
    AliasConditionState  = USER_1 SOLD NIGHT SNOW REALLYDAMAGED GARRISONED
    ;--------------------------------------------------------------------------------------------------------------------------
   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           = NBBunker_A4
      Animation       = NBBunker_A4.NBBunker_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A4N
      Animation       = NBBunker_A4N.NBBunker_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A4S
      Animation       = NBBunker_A4S.NBBunker_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A4SN
      Animation       = NBBunker_A4SN.NBBunker_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = NBBunker_A4
      Animation       = NBBunker_A4.NBBunker_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = NBBunker_A4N
      Animation       = NBBunker_A4N.NBBunker_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = NBBunker_A4S
      Animation       = NBBunker_A4S.NBBunker_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = NBBunker_A4SN
      Animation       = NBBunker_A4SN.NBBunker_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = NBBunker_A4
      Animation       = NBBunker_A4.NBBunker_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           = NBBunker_A4N
      Animation       = NBBunker_A4N.NBBunker_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           = NBBunker_A4S
      Animation       = NBBunker_A4S.NBBunker_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           = NBBunker_A4SN
      Animation       = NBBunker_A4SN.NBBunker_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           = NBBunker_A6
      Animation       = NBBunker_A6.NBBunker_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Smoke01 BuildUpSmokeChina
      ParticleSysBone = Smoke02 BuildUpSmokeChina
      ParticleSysBone = Smoke03 BuildUpSmokeChina
      ParticleSysBone = Smoke04 BuildUpSmokeChina
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = NBBunker_A6N
      Animation       = NBBunker_A6N.NBBunker_A6N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Smoke01 BuildUpSmokeChina
      ParticleSysBone = Smoke02 BuildUpSmokeChina
      ParticleSysBone = Smoke03 BuildUpSmokeChina
      ParticleSysBone = Smoke04 BuildUpSmokeChina
    End
    ConditionState    = SNOW PARTIALLY_CONSTRUCTED
      Model           = NBBunker_A6S
      Animation       = NBBunker_A6S.NBBunker_A6S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
      ParticleSysBone = Smoke01 BuildUpSnowSmoke
      ParticleSysBone = Smoke02 BuildUpSnowSmoke
      ParticleSysBone = Smoke03 BuildUpSnowSmoke
      ParticleSysBone = Smoke04 BuildUpSnowSmoke
    End
    ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model           = NBBunker_A6SN
      Animation       = NBBunker_A6SN.NBBunker_A6SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = NBBunker_A6
      Animation       = NBBunker_A6.NBBunker_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = NBBunker_A6N
      Animation       = NBBunker_A6N.NBBunker_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = NBBunker_A6S
      Animation       = NBBunker_A6S.NBBunker_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = NBBunker_A6SN
      Animation       = NBBunker_A6SN.NBBunker_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = NBBunker_A6
      Animation       = NBBunker_A6.NBBunker_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           = NBBunker_A6N
      Animation       = NBBunker_A6N.NBBunker_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           = NBBunker_A6S
      Animation       = NBBunker_A6S.NBBunker_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           = NBBunker_A6SN
      Animation       = NBBunker_A6SN.NBBunker_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           = NBBunker_A5
      Animation       = NBBunker_A5.NBBunker_A5
      AnimationMode   = LOOP
      TransitionKey  = UP_DAY
    End

    ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A5N
      Animation       = NBBunker_A5N.NBBunker_A5N
      AnimationMode   = LOOP
      TransitionKey  = UP_NIGHT
    End
    ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A5S
      Animation       = NBBunker_A5S.NBBunker_A5S
      AnimationMode   = LOOP
      TransitionKey  = UP_SNOW
    End
    ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A5SN
      Animation       = NBBunker_A5SN.NBBunker_A5SN
      AnimationMode   = LOOP
      TransitionKey  = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model            = NBBunker_AB
      Animation       = NBBunker_AB.NBBunker_AB
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End

    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model            = NBBunker_ABN
      Animation       = NBBunker_ABN.NBBunker_ABN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model            = NBBunker_ABS
      Animation       = NBBunker_ABS.NBBunker_ABS
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model            = NBBunker_ABSN
      Animation       = NBBunker_ABSN.NBBunker_ABSN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model            = NBBunker_AB
      Animation       = NBBunker_AB.NBBunker_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            = NBBunker_ABN
      Animation       = NBBunker_ABN.NBBunker_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            = NBBunker_ABS
      Animation       = NBBunker_ABS.NBBunker_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            = NBBunker_ABSN
      Animation       = NBBunker_ABSN.NBBunker_ABSN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  PlacementViewAngle     = -135

;  End

  ; ---DESIGN parameters --- ;rto look here
  DisplayName      = OBJECT:Infa_Bunker
  Side = ChinaInfantryGeneral
  EditorSorting     = STRUCTURE
  Prerequisites
    Object = Infa_ChinaBarracks
  End
  BuildCost         = 700
  BuildTime         = 8.0           ; in seconds
  EnergyProduction  = 0
  VisionRange       = 300.0         ; Shroud clearing distance
  ShroudClearingRange = 200
  ArmorSet
    Conditions      = None
    Armor           = BunkerArmor;Infa_BunkerArmor
    DamageFX        = StructureDamageFXNoShake
  End
  ArmorSet
    Conditions      = PLAYER_UPGRADE
    Armor           = Infa_BunkerArmor
    DamageFX        = StructureDamageFXNoShake
  End
  CommandSet       = Infa_ChinaBunkerCommandSetUpgrade

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

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE
  Body              = StructureBody ModuleTag_05
    MaxHealth       = 1000.0
    InitialHealth   = 1000.0

    ; 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 = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End
;  Behavior               = FXListDie ModuleTag_07
;    DeathFX         = FX_SmallStructureDeath
;  End

  ExperienceValue     = 20 20 20 20  ; Experience point value at each level

  Behavior = GarrisonContain ModuleTag_08
    ContainMax                    = 10
    EnterSound                    = GarrisonEnter
    ExitSound                     = GarrisonExit
    ImmuneToClearBuildingAttacks  = Yes
;    InitialPayload                = Infa_ChinaInfantryTankHunter 6
  End

  Behavior = ObjectCreationUpgrade ModuleTag_27
    UpgradeObject = OCL_Infa_BunkerM
    TriggeredBy   = Upgrade_Fakeness
  End

  Behavior = ObjectCreationUpgrade ModuleTag_28
    UpgradeObject = OCL_Infa_BunkerT
    TriggeredBy   = Upgrade_Fakeness
  End

  Behavior = GenerateMinefieldBehavior ModuleTag_09
    TriggeredBy           = Upgrade_ChinaMines
    MineName              = ChinaStandardMine
    SmartBorder           = Yes
    AlwaysCircular        = Yes
    Upgradable            = Yes
    UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
    UpgradedMineName      = ChinaEMPMine
  End

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

  Behavior = GrantUpgradeCreate ModuleTag_11
    UpgradeToGrant           = Upgrade_ChinaMines
    ExemptStatus      = UNDER_CONSTRUCTION
  End

  Behavior = GrantUpgradeCreate ModuleTag_97
    UpgradeToGrant           = Upgrade_Fakeness
    ExemptStatus      = UNDER_CONSTRUCTION
  End

  Behavior = ModelConditionUpgrade ModuleTag_99
    ConditionFlag = USER_1
    TriggeredBy = Infa_Upgrade_ChinaFortifyBunkers
  End

  Behavior = MaxHealthUpgrade ModuleTag_98
    TriggeredBy   = Infa_Upgrade_ChinaFortifyBunkers
    AddMaxHealth  = 200.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO   ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
  End

  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior             = CreateObjectDie ModuleTag_13
    CreationList  = OCL_LargeStructureDebris
  End
  Behavior             = FXListDie ModuleTag_14
    DeathFX       = FX_StructureSmallDeath
  End
  Behavior = DestroyDie ModuleTag_06
    ;nothing
  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 = CommandSetUpgrade ModuleTag_25
    CommandSet = Infa_ChinaBunkerCommandSetUpgrade
    TriggeredBy = Upgrade_ChinaMines
  End
  Behavior = ArmorUpgrade ModuleTag_26
    TriggeredBy = Upgrade_ChinaEMPMines
  End

  
  Geometry            = BOX
  GeometryMajorRadius = 16.0
  GeometryMinorRadius = 16.0
  GeometryHeight      = 20.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME
  BuildCompletion     = PLACED_BY_PLAYER

End
Ok the code I have just showed you is for the infantry Generals bunker, I want it to be normal at first and then with the fortify bunkers upgrade get those metal plates, well, the thing is it works fine, but from the instant the bunker is finished it grants the upgrade, and I don't want that, I think it may be related to the second DefaultConditionState that is in the Bunker fortification area, but everytime I remove the word Default from it and uncomment the = USER_1 WB gives me an error saying error ConditionState in block Object. How do I fix that problem so it doesn't grant the upgrade. Second the armor upgrade is for when it gets the fortification, but I think when I say PLAYER_UPGRADE it gets upgraded when the mine upgrade is granted. Someone please help me fix this lame error.
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