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.