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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 01-01-2005, 07:38 AM   #1 (permalink)
Junior Member
 
Join Date: Dec 2004
Posts: 3
Default Help with New General

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
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