Object GLAAirfield
; *** ART Parameters ***
SelectPortrait = SAACommand_L
ButtonImage = SAACommand
Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Parking2
ExtraPublicBone = Runway2Parking1
ExtraPublicBone = Runway2Parking2
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Park2Han
ExtraPublicBone = Runway2Park1Han
ExtraPublicBone = Runway2Park2Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = Runway1Prep2
ExtraPublicBone = Runway2Prep1
ExtraPublicBone = Runway2Prep2
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayStart2
ExtraPublicBone = RunwayEnd1
ExtraPublicBone = RunwayEnd2
ExtraPublicBone = HeliPark01
OkToChangeModelColor = Yes
; day ********************************************
DefaultConditionState
Model = ABArFrcCmd
Animation = ABArFrcCmd.ABArFrcCmd
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ABArFrcCmd_D
Animation = ABArFrcCmd_D.ABArFrcCmd_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABArFrcCmd_E
Animation = ABArFrcCmd_E.ABArFrcCmd_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmokeFactionLarge
ParticleSysBone = Smoke06 SmokeFactionLarge
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 FireFactionLarge
ParticleSysBone = Spark01 SparksLarge
End
ConditionState = SNOW
Model = ABArFrcCmd_S
Animation = ABArFrcCmd_S.ABArFrcCmd_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ABArFrcCmd_DS
Animation = ABArFrcCmd_DS.ABArFrcCmd_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABArFrcCmd_ES
Animation = ABArFrcCmd_ES.ABArFrcCmd_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmokeFactionLarge
ParticleSysBone = Smoke06 SmokeFactionLarge
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 FireFactionLarge
ParticleSysBone = Spark01 SparksLarge
End
; night ******************************************
ConditionState = NIGHT
Model = ABArFrcCmd_N
Animation = ABArFrcCmd_N.ABArFrcCmd_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ABArFrcCmd_ND
Animation = ABArFrcCmd_ND.ABArFrcCmd_ND
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABArFrcCmd_NE
Animation = ABArFrcCmd_NE.ABArFrcCmd_NE
AnimationMode = LOOP
End
ConditionState = NIGHT SNOW
Model = ABArFrcCmd_NS
Animation = ABArFrcCmd_NS.ABArFrcCmd_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = ABArFrcCmd_NDS
Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABArFrcCmd_NES
Animation = ABArFrcCmd_NES.ABArFrcCmd_NES
AnimationMode = LOOP
End
;************************************************* ************************************************** ***********************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd
Animation = ABArFrcCmd.ABArFrcCmd
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABArFrcCmd_D
Animation = ABArFrcCmd_D.ABArFrcCmd_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABArFrcCmd_E
Animation = ABArFrcCmd_E.ABArFrcCmd_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABArFrcCmd_N
Animation = ABArFrcCmd_N.ABArFrcCmd_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABArFrcCmd_ND
Animation = ABArFrcCmd_ND.ABArFrcCmd_ND
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABArFrcCmd_NE
Animation = ABArFrcCmd_NE.ABArFrcCmd_NE
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABArFrcCmd_S
Animation = ABArFrcCmd_S.ABArFrcCmd_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = ABArFrcCmd_DS
Animation = ABArFrcCmd_DS.ABArFrcCmd_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = ABArFrcCmd_ES
Animation = ABArFrcCmd_ES.ABArFrcCmd_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABArFrcCmd_NS
Animation = ABArFrcCmd_NS.ABArFrcCmd_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = ABArFrcCmd_NDS
Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = ABArFrcCmd_NES
Animation = ABArFrcCmd_NES.ABArFrcCmd_NES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;************************************************* ************************************************** ***********************
End
; ------------ blinky production lights -----------------
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = None
End
ConditionState = ACTIVELY_CONSTRUCTING
Model = ABArFrcCmd_A9
Animation = ABArFrcCmd_A9.ABArFrcCmd_A9
AnimationMode = LOOP
End
End
; ----------------- door #1 -------------------
Draw = W3DModelDraw ModuleTag_03
ConditionState = NONE
Model = ABArFrcCmd_A7
Animation = ABArFrcCmd_A7.ABArFrcCmd_A7
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_OPENING
Model = ABArFrcCmd_A7
Animation = ABArFrcCmd_A7.ABArFrcCmd_A7
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DOOR_1_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
ConditionState = DOOR_1_CLOSING
Model = ABArFrcCmd_A7
Animation = ABArFrcCmd_A7.ABArFrcCmd_A7
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING
AliasConditionState = SNOW DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
ConditionState = DOOR_1_WAITING_OPEN
Model = ABArFrcCmd_A7
Animation = ABArFrcCmd_A7.ABArFrcCmd_A7
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
;************************************************* ************************************************** ***********************
;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 = ABArFrcCmd_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABArFrcCmd_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABArFrcCmd_A7
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
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 NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;************************************************* ************************************************** ***********************
End
; ----------------- door #2 -------------------
Draw = W3DModelDraw ModuleTag_04
DefaultConditionState
Model = ABArFrcCmd_A8
Animation = ABArFrcCmd_A8.ABArFrcCmd_A8
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_2_OPENING
Model = ABArFrcCmd_A8
Animation = ABArFrcCmd_A8.ABArFrcCmd_A8
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_2_OPENING
AliasConditionState = SNOW DOOR_2_OPENING
AliasConditionState = NIGHT SNOW DOOR_2_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING
AliasConditionState = SNOW DAMAGED DOOR_2_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
ConditionState = DOOR_2_CLOSING
Model = ABArFrcCmd_A8
Animation = ABArFrcCmd_A8.ABArFrcCmd_A8
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_2_CLOSING
AliasConditionState = SNOW DOOR_2_CLOSING
AliasConditionState = NIGHT SNOW DOOR_2_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
ConditionState = DOOR_2_WAITING_OPEN
Model = ABArFrcCmd_A8
Animation = ABArFrcCmd_A8.ABArFrcCmd_A8
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_2_WAITING_OPEN
AliasConditionState = SNOW DOOR_2_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN
AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
;************************************************* ************************************************** ***********************
;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 = ABArFrcCmd_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABArFrcCmd_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABArFrcCmd_A8
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;************************************************* ************************************************** ***********************
End
; ----------------- door #3 -------------------
Draw = W3DModelDraw ModuleTag_05
DefaultConditionState
Model = ABArFrcCmd_A2
Animation = ABArFrcCmd_A2.ABArFrcCmd_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_3_OPENING
Model = ABArFrcCmd_A2
Animation = ABArFrcCmd_A2.ABArFrcCmd_A2
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_3_OPENING
AliasConditionState = SNOW DOOR_3_OPENING
AliasConditionState = NIGHT SNOW DOOR_3_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
ConditionState = DOOR_3_CLOSING
Model = ABArFrcCmd_A2
Animation = ABArFrcCmd_A2.ABArFrcCmd_A2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_3_CLOSING
AliasConditionState = SNOW DOOR_3_CLOSING
AliasConditionState = NIGHT SNOW DOOR_3_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
ConditionState = DOOR_3_WAITING_OPEN
Model = ABArFrcCmd_A2
Animation = ABArFrcCmd_A2.ABArFrcCmd_A2
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_3_WAITING_OPEN
AliasConditionState = SNOW DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
;************************************************* ************************************************** ***********************
;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 = ABArFrcCmd_A2
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABArFrcCmd_A2
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABArFrcCmd_A2
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;************************************************* ************************************************** ***********************
End
; ----------------- door #4 -------------------
Draw = W3DModelDraw ModuleTag_06
DefaultConditionState
Model = ABArFrcCmd_A3
Animation = ABArFrcCmd_A3.ABArFrcCmd_A3
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_4_OPENING
Model = ABArFrcCmd_A3
Animation = ABArFrcCmd_A3.ABArFrcCmd_A3
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_4_OPENING
AliasConditionState = SNOW DOOR_4_OPENING
AliasConditionState = NIGHT SNOW DOOR_4_OPENING
AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING
AliasConditionState = SNOW DAMAGED DOOR_4_OPENING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
ConditionState = DOOR_4_CLOSING
Model = ABArFrcCmd_A3
Animation = ABArFrcCmd_A3.ABArFrcCmd_A3
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_4_CLOSING
AliasConditionState = SNOW DOOR_4_CLOSING
AliasConditionState = NIGHT SNOW DOOR_4_CLOSING
AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING
AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING
AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
ConditionState = DOOR_4_WAITING_OPEN
Model = ABArFrcCmd_A3
Animation = ABArFrcCmd_A3.ABArFrcCmd_A3
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_4_WAITING_OPEN
AliasConditionState = SNOW DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN
AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
;************************************************* ************************************************** ***********************
;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 = ABArFrcCmd_A3
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABArFrcCmd_A3
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABArFrcCmd_A3
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;************************************************* ************************************************** ***********************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_07
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A4
Animation = ABArFrcCmd_A4.ABArFrcCmd_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A4N
Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A4S
Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A4SN
; @todo srj -- missing
Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABArFrcCmd_A4
Animation = ABArFrcCmd_A4.ABArFrcCmd_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABArFrcCmd_A4N
Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABArFrcCmd_A4S
Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABArFrcCmd_A4SN
; @todo srj -- missing
Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABArFrcCmd_A4
Animation = ABArFrcCmd_A4.ABArFrcCmd_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 = ABArFrcCmd_A4N
Animation = ABArFrcCmd_A4N.ABArFrcCmd_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 = ABArFrcCmd_A4S
Animation = ABArFrcCmd_A4S.ABArFrcCmd_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 = ABArFrcCmd_A4SN
; @todo srj -- missing
Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_08
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABArFrcCmd_A6
Animation = ABArFrcCmd_A6.ABArFrcCmd_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABArFrcCmd_A6N
Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABArFrcCmd_A6S
Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABArFrcCmd_A6SN
; @todo srj -- missing
Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABArFrcCmd_A6
Animation = ABArFrcCmd_A6.ABArFrcCmd_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABArFrcCmd_A6N
Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABArFrcCmd_A6S
Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABArFrcCmd_A6SN
; @todo srj -- missing
Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABArFrcCmd_A6
Animation = ABArFrcCmd_A6.ABArFrcCmd_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 = ABArFrcCmd_A6N
Animation = ABArFrcCmd_A6N.ABArFrcCmd_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 = ABArFrcCmd_A6S
Animation = ABArFrcCmd_A6S.ABArFrcCmd_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 = ABArFrcCmd_A6SN
; @todo srj -- missing
Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_09
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A5
Animation = ABArFrcCmd_A5.ABArFrcCmd_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A5N
Animation = ABArFrcCmd_A5N.ABArFrcCmd_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A5S
Animation = ABArFrcCmd_A5S.ABArFrcCmd_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABArFrcCmd_A5SN
Animation = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABArFrcCmd_AB
Animation = ABArFrcCmd_AB.ABArFrcCmd_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABArFrcCmd_ABN
Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABArFrcCmd_ABS
; @todo srj -- not found
Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABArFrcCmd_ABSN
Animation = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABArFrcCmd_AB
Animation = ABArFrcCmd_AB.ABArFrcCmd_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 = ABArFrcCmd_ABN
Animation = ABArFrcCmd_ABN.ABArFrcCmd_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 = ABArFrcCmd_ABS
; @todo srj -- not found
Animation = ABArFrcCmd_ABS.ABArFrcCmd_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 = ABArFrcCmd_ABS
Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:Airfield
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLASupplyCenter
End
BuildCost = 1000
BuildTime = 30.0 ; in seconds
EnergyProduction = -1
CommandSet = GLAAirfieldCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 150 150 150 150 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = AirfieldUSASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT
Body = StructureBody ModuleTag_10
MaxHealth = 1500.0
InitialHealth = 1500.0
End
Behavior = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 10
NumRows = 2
NumCols = 2
HasRunways = Yes
ApproachHeight = 50
End
Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 4
DoorOpeningTime = 2000 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 2000 ;in mSeconds
ConstructionCompleteDuration = 1000 ;in mSeconds
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End
Behavior = DestroyDie ModuleTag_14
;nothing
End
Behavior = CreateObjectDie ModuleTag_15
CreationList = OCL_ABPowerPlantExplode
End
Behavior = CreateObjectDie ModuleTag_16
CreationList = OCL_AmericanRangerDebris02
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_17
DeathFX = FX_StructureMediumDeath
End
Behavior = FlammableUpdate ModuleTag_19
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Behavior = AIUpdateInterface ModuleTag_32
End
Geometry = BOX
GeometryMajorRadius = 112.0
GeometryMinorRadius = 74.0
GeometryHeight = 25.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
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