Okay...so I'm trying to create a new General for personal use when my friends and I play Zero Hour over the LAN. It's a Chinese general that specialized in Air Force (basically the equivalent to Granger. Where Granger uses his air force to pummel his opponnet to oblivion, I use my airforce to support a small ground force in battle)
Anyway...I've edited pretty much just about everything about this general to my liking, while trying to keep it balanced. It uses Zero Hour Reborn's new fighters for China in it. I'm not going to release it onto the internet. It's for my personal use.
But anyway...I keep running into this problem where the game has problems parsing a particular line in my ChinaAirGeneral.ini file. It parses the entire file just fine, except for the 'Object CAir_ChinaCommandCenter' line, which is down near the very end of the file.
Here's that section of ChinaAirGeneral.ini. If you could please take a look at it and tell me what's wrong (which I'm betting is a simple, stupid mistake on my part), I would love you forever. I thought I had this pretty much edited just fine. I've created CommandSets, edited PlayerFaction, and edited CommandButton. Maybe there's somewhere else I'm supposed to edit?
*is a n00b and knows it*
Code:
Object CAir_ChinaCommandCenter
; *** ART Parameters ***
; ------------ the main building itself -----------------
SelectPortrait = SNComCentr_L
ButtonImage = SNComCentr
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; DAY ************************************
DefaultConditionState
Model = NBConYardI
Animation = NBConYardI.NBConYardI
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = NBConYardI_D
Animation = NBConYardI_D.NBConYardI_D
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBConYardI_E
Animation = NBConYardI_E.NBConYardI_E
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
;NIGHT ***********************************
ConditionState = NIGHT
Model = NBConYardI_N
Animation = NBConYardI_N.NBConYardI_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = NBConYardI_DN
Animation = NBConYardI_DN.NBConYardI_DN
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBConYardI_EN
Animation = NBConYardI_EN.NBConYardI_EN
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
;SNOW *************************************
ConditionState = SNOW
Model = NBConYardI_S
Animation = NBConYardI_S.NBConYardI_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = NBConYardI_DS
Animation = NBConYardI_DS.NBConYardI_DS
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBConYardI_ES
Animation = NBConYardI_ES.NBConYardI_ES
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
;NIGHT SNOW *****************************
ConditionState = NIGHT SNOW
Model = NBConYardI_NS
Animation = NBConYardI_NS.NBConYardI_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = NBConYardI_DNS
Animation = NBConYardI_DNS.NBConYardI_DNS
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBConYardI_ENS
Animation = NBConYardI_ENS.NBConYardI_ENS
AnimationMode = LOOP
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire06 SmolderingFire
ParticleSysBone = Fire07 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 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 = NBConYardI
Animation = NBConYardI.NBConYardI
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBConYardI_D
Animation = NBConYardI_D.NBConYardI_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBConYardI_E
Animation = NBConYardI_E.NBConYardI_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBConYardI_N
Animation = NBConYardI_N.NBConYardI_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBConYardI_DN
Animation = NBConYardI_DN.NBConYardI_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBConYardI_EN
Animation = NBConYardI_EN.NBConYardI_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBConYardI_S
Animation = NBConYardI_S.NBConYardI_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBConYardI_DS
Animation = NBConYardI_DS.NBConYardI_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBConYardI_ES
Animation = NBConYardI_ES.NBConYardI_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBConYardI_NS
Animation = NBConYardI_NS.NBConYardI_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBConYardI_DNS
Animation = NBConYardI_DNS.NBConYardI_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBConYardI_ENS
Animation = NBConYardI_ENS.NBConYardI_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ Radar Extending -----------------
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = None
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED RUBBLE
ConditionState = RADAR_EXTENDING RADAR_UPGRADED
Model = NBConYard_A2
Animation = NBConYard_A2.NBConYard_A2
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED
Model = NBConYard_A2D
Animation = NBConYard_A2D.NBConYard_A2D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED
Model = NBConYard_A2E
Animation = NBConYard_A2E.NBConYard_A2E
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = RADAR_UPGRADED
Model = NBConYard_A2
Animation = NBConYard_A2.NBConYard_A2
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = RADAR_UPGRADED DAMAGED
Model = NBConYard_A2D
Animation = NBConYard_A2D.NBConYard_A2D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE
Model = NBConYard_A2E
Animation = NBConYard_A2E.NBConYard_A2E
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A2
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBConYard_A2D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = NBConYard_A2E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
End
PlacementViewAngle = -135
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_03
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 = NBConYard_A4
Animation = NBConYard_A4.NBConYard_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A4N
Animation = NBConYard_A4N.NBConYard_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A4S
Animation = NBConYard_A4S.NBConYard_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A4SN
Animation = NBConYard_A4SN.NBConYard_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBConYard_A4
Animation = NBConYard_A4.NBConYard_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBConYard_A4N
Animation = NBConYard_A4N.NBConYard_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBConYard_A4S
Animation = NBConYard_A4S.NBConYard_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBConYard_A4SN
Animation = NBConYard_A4SN.NBConYard_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBConYard_A4
Animation = NBConYard_A4.NBConYard_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBConYard_A4N
Animation = NBConYard_A4N.NBConYard_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBConYard_A4S
Animation = NBConYard_A4S.NBConYard_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBConYard_A4SN
Animation = NBConYard_A4SN.NBConYard_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
ParticleSysBone = Pit SmolderingFire
ParticleSysBone = Pit01 SmolderingFire
ParticleSysBone = Pit SmolderingSmoke
ParticleSysBone = Pit01 SmolderingSmoke
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_04
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 = NBConYard_A6
Animation = NBConYard_A6.NBConYard_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = SmokeM01 BuildUpSmokeChina
ParticleSysBone = SmokeS02 BuildUpSmokeChina
ParticleSysBone = SparksM01 BuildUpSmokeChina
ParticleSysBone = SparksM02 BuildUpSmokeChina
ParticleSysBone = SparksS01 BuildUpSmokeChina
ParticleSysBone = SparksS02 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBConYard_A6N
Animation = NBConYard_A6N.NBConYard_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = SmokeM01 BuildUpSmokeChina
ParticleSysBone = SmokeS02 BuildUpSmokeChina
ParticleSysBone = SparksM01 BuildUpSmokeChina
ParticleSysBone = SparksM02 BuildUpSmokeChina
ParticleSysBone = SparksS01 BuildUpSmokeChina
ParticleSysBone = SparksS02 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBConYard_A6S
Animation = NBConYard_A6S.NBConYard_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = SmokeM01 BuildUpSnowSmoke
ParticleSysBone = SmokeS02 BuildUpSnowSmoke
ParticleSysBone = SparksM01 BuildUpSnowSmoke
ParticleSysBone = SparksM02 BuildUpSnowSmoke
ParticleSysBone = SparksS01 BuildUpSnowSmoke
ParticleSysBone = SparksS02 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBConYard_A6SN
Animation = NBConYard_A6SN.NBConYard_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke
ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke
ParticleSysBone = SparksM01 BuildUpNightSnowSmoke
ParticleSysBone = SparksM02 BuildUpNightSnowSmoke
ParticleSysBone = SparksS01 BuildUpNightSnowSmoke
ParticleSysBone = SparksS02 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBConYard_A6
Animation = NBConYard_A6.NBConYard_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBConYard_A6N
Animation = NBConYard_A6N.NBConYard_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBConYard_A6S
Animation = NBConYard_A6S.NBConYard_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBConYard_A6SN
Animation = NBConYard_A6SN.NBConYard_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBConYard_A6
Animation = NBConYard_A6.NBConYard_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 = NBConYard_A6N
Animation = NBConYard_A6N.NBConYard_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 = NBConYard_A6S
Animation = NBConYard_A6S.NBConYard_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 = NBConYard_A6SN
Animation = NBConYard_A6SN.NBConYard_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_05
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 = ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A5
Animation = NBConYard_A5.NBConYard_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A5N
Animation = NBConYard_A5N.NBConYard_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A5S
Animation = NBConYard_A5S.NBConYard_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBConYard_A5SN
Animation = NBConYard_A5SN.NBConYard_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBConYard_AB
Animation = NBConYard_AB.NBConYard_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBConYard_ABN
Animation = NBConYard_ABN.NBConYard_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBConYard_ABS
Animation = NBConYard_ABS.NBConYard_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBConYard_ABSN
Animation = NBConYard_ABSN.NBConYard_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBConYard_AB
Animation = NBConYard_AB.NBConYard_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 = NBConYard_ABN
Animation = NBConYard_ABN.NBConYard_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 = NBConYard_ABS
Animation = NBConYard_ABS.NBConYard_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 = NBConYard_ABSN
Animation = NBConYard_ABSN.NBConYard_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ----------------- the factory door -------------------
Draw = W3DModelDraw ModuleTag_06
DefaultConditionState
Model = NBConYard_A7
Animation = NBConYard_A7.NBConYard_A7
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
ConditionState = DAMAGED
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_OPENING
Model = NBConYard_A7
Animation = NBConYard_A7.NBConYard_A7
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING
AliasConditionState = SNOW DOOR_1_OPENING
AliasConditionState = NIGHT SNOW DOOR_1_OPENING
ConditionState = DOOR_1_OPENING DAMAGED
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_CLOSING
Model = NBConYard_A7
Animation = NBConYard_A7.NBConYard_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
ConditionState = DOOR_1_CLOSING DAMAGED
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
ConditionState = DOOR_1_WAITING_OPEN
Model = NBConYard_A7
Animation = NBConYard_A7.NBConYard_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
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = NBConYard_A7D
Animation = NBConYard_A7D.NBConYard_A7D
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
;**************************************************************************************************************************
;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 = NBConYard_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 = NBConYard_A7D
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 = NBConYard_A7D
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 DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; Officers club flag
Draw = W3DModelDraw ModuleTag_OfficersClub
OkToChangeModelColor = No
ConditionState = NONE
Model = None
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
AliasConditionState = REALLYDAMAGED RUBBLE
ConditionState = PREORDER
Model = OCFlagCHA
Animation = OCFlagCHA.OCFlagCHA
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
; ConditionState = PREORDER DAMAGED
; Model = OCFlagCHA_D
; Animation = OCFlagCHA_D.OCFlagCHA_D
; AnimationMode = LOOP
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; End
; ConditionState = PREORDER REALLYDAMAGED
; Model = OCFlagCHA_E
; Animation = OCFlagCHA_E.OCFlagCHA_E
; AnimationMode = LOOP
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:CommandCenter
Side = ChinaInfantryGeneral
EditorSorting = STRUCTURE
BuildCost = 2000
BuildTime = 45.0 ; in seconds
EnergyProduction = 0 ;Command center should be free
CommandSet = CAir_ChinaCommandCenterCommandSet
VisionRange = 300.0 ; Shroud clearing distance
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = CommandCenterChinaSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_07
MaxHealth = 5000.0
InitialHealth = 5000.0
; 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 = 5200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = PreorderCreate ModuleTag_PreorderCreate
End
Behavior = ProductionUpdate ModuleTag_08
NumDoorAnimations = 1
DoorOpeningTime = 3000 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 3000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_09
UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = RadarUpdate ModuleTag_10
RadarExtendTime = 4000 ;in mSeconds
End
Behavior = DestroyDie ModuleTag_11
;nothing
End
Behavior = CreateObjectDie ModuleTag_12
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_13
DeathFX = FX_CommandCenterDeathInfantryGen;FX_StructureMediumDeath
End
Behavior = RadarUpgrade ModuleTag_14
TriggeredBy = Upgrade_ChinaRadar
End
Behavior = GenerateMinefieldBehavior ModuleTag_15
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
Upgradable = Yes
UpgradedTriggeredBy = Upgrade_ChinaEMPMines
UpgradedMineName = ChinaEMPMine
End
Behavior = OCLSpecialPower ModuleTag_16
SpecialPowerTemplate = SuperweaponNapalmStrike
OCL = SUPERWEAPON_NapalmStrike
End
Behavior = OCLSpecialPower ModuleTag_17
SpecialPowerTemplate = SuperweaponArtilleryBarrage
UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
OCL = SUPERWEAPON_ArtilleryBarrage1
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
End
Behavior = OCLSpecialPower ModuleTag_18
SpecialPowerTemplate = SuperweaponClusterMines
OCL = SUPERWEAPON_ClusterMines
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_19
SpecialPowerTemplate = SuperweaponEMPPulse
OCL = SUPERWEAPON_EMPPulse
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = CashHackSpecialPower ModuleTag_20
SpecialPowerTemplate = SuperweaponCashHack
UpgradeMoneyAmount = SCIENCE_CashHack3 4000
UpgradeMoneyAmount = SCIENCE_CashHack2 2000
MoneyAmount = 1000 ; amount of money to steal
End
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SuperweaponEmergencyRepair
UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
OCL = SUPERWEAPON_RepairVehicles1
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05
SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb
OCL = SUPERWEAPON_ChinaCarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = FlammableUpdate ModuleTag_23
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_24
;-------------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 = CommandSetUpgrade ModuleTag_25
CommandSet = CAir_ChinaCommandCenterCommandSetUpgrade
TriggeredBy = Upgrade_ChinaMines
End
Behavior = ArmorUpgrade ModuleTag_26
TriggeredBy = Upgrade_ChinaEMPMines
End
Behavior = OCLSpecialPower ModuleTag_27
SpecialPowerTemplate = CAir_SuperweaponInfantryParadrop
UpgradeOCL = CAir_SCIENCE_InfantryParadrop3 CAir_SUPERWEAPON_Paradrop3
UpgradeOCL = CAir_SCIENCE_InfantryParadrop2 CAir_SUPERWEAPON_Paradrop2
OCL = CAir_SUPERWEAPON_Paradrop1
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
End
Behavior = GrantUpgradeCreate ModuleTag_28
UpgradeToGrant = Upgrade_Nationalism
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = OCLSpecialPower ModuleTag_29
SpecialPowerTemplate = Early_SuperweaponFrenzy
UpgradeOCL = Early_SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3
UpgradeOCL = Early_SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2
OCL = SUPERWEAPON_Frenzy1
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_30
SpecialPowerTemplate = SuperweaponNapalmStrike
OCL = SUPERWEAPON_NapalmStrike
End
Geometry = BOX
FactoryExitWidth = 25
GeometryMajorRadius = 60.0
GeometryMinorRadius = 63.0
GeometryHeight = 36.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End