logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,537
Total Threads: 8,627
Posts: 94,210

Administrators:
DeeZire, Redemption

There are currently 132 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


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

Reply
 
LinkBack Thread Tools
Old 03-24-2005, 03:15 AM   #1 (permalink)
Junior Member
 
Join Date: Nov 2004
Posts: 0
Default New Airfield problem

Greetings to everyone on the DZ forums. Post No. 1.

I have downloaded and partially integrated Imperial Assault alpha so I can play against them in skirmish. I decided to create my own airfield like the landing platform on Endor and in Force Commander and after a few problems with boning I finally got it working.

However, when the TIEs come into land they do one of three things:
1) they circle the platform endlessly
2) they slowly move towards the bottom left hand corner of the map
3) they land in a bunch in the middle of the platform like this:

[img]file:///C:/Documents%20and%20Settings/Captain%20Croker/My%20Documents/Command%20and%20Conquer%20Generals%20Zero%20Hour%2 0Data/IBPLAT.jpg[/img]

Note: The two TIEs on the right hand side are freshly created.

Here's the code for the airfield:

Code:
Object AmericaAirfield

  ; *** ART Parameters ***
  SelectPortrait         = ImpAirfield_c
  ButtonImage            = ImpAirfield_b
  Draw = W3DModelDraw ModuleTag_01

; *** Parking ***
    ExtraPublicBone = Runway1Parking1 
    ExtraPublicBone = Runway2Parking1
    ExtraPublicBone = Runway3Parking1
    ExtraPublicBone = Runway4Parking1
    ExtraPublicBone = Runway5Parking1
    ExtraPublicBone = Runway6Parking1
    ExtraPublicBone = Runway7Parking1 
    ExtraPublicBone = Runway8Parking1
    ExtraPublicBone = Runway9Parking1 
    ExtraPublicBone = Runway10Parking1 
    ExtraPublicBone = Runway11Parking1 
    ExtraPublicBone = Runway12Parking1
    ;ExtraPublicBone = Helipark01

; *** Hangers ***
    ExtraPublicBone = Runway1Park1Han
    ExtraPublicBone = Runway2Park1Han
    ExtraPublicBone = Runway3Park1Han
    ExtraPublicBone = Runway4Park1Han
    ExtraPublicBone = Runway5Park1Han
    ExtraPublicBone = Runway6Park1Han
    ExtraPublicBone = Runway7Park1Han
    ExtraPublicBone = Runway8Park1Han
    ExtraPublicBone = Runway9Park1Han
    ExtraPublicBone = Runway10Park1Han
    ExtraPublicBone = Runway11Park1Han
    ExtraPublicBone = Runway12Park1Han

;*** Preps***
    ExtraPublicBone = Runway1Prep1 
    ExtraPublicBone = Runway2Prep1
    ExtraPublicBone = Runway3Prep1 
    ExtraPublicBone = Runway4Prep1
    ExtraPublicBone = Runway5Prep1 
    ExtraPublicBone = Runway6Prep1
    ExtraPublicBone = Runway7Prep1 
    ExtraPublicBone = Runway8Prep1
    ExtraPublicBone = Runway9Prep1 
    ExtraPublicBone = Runway10Prep1
    ExtraPublicBone = Runway11Prep1 
    ExtraPublicBone = Runway12Prep1

; *** Runways *** 
    ExtraPublicBone = RunwayStart1
    ExtraPublicBone = RunwayStart2 
    ExtraPublicBone = RunwayStart3
    ExtraPublicBone = RunwayStart4
    ExtraPublicBone = RunwayStart5
    ExtraPublicBone = RunwayStart6
    ExtraPublicBone = RunwayStart7
    ExtraPublicBone = RunwayStart8
    ExtraPublicBone = RunwayStart9
    ExtraPublicBone = RunwayStart10
    ExtraPublicBone = RunwayStart11
    ExtraPublicBone = RunwayStart12
    ;ExtraPublicBone = RunwayStart13
 
    ExtraPublicBone = RunwayEnd1 
    ExtraPublicBone = RunwayEnd2
    ExtraPublicBone = RunwayEnd3 
    ExtraPublicBone = RunwayEnd4
    ExtraPublicBone = RunwayEnd5 
    ExtraPublicBone = RunwayEnd6
    ExtraPublicBone = RunwayEnd7 
    ExtraPublicBone = RunwayEnd8
    ExtraPublicBone = RunwayEnd9 
    ExtraPublicBone = RunwayEnd10
    ExtraPublicBone = RunwayEnd11 
    ExtraPublicBone = RunwayEnd12
    ;ExtraPublicBone = RunwayEnd13

    OkToChangeModelColor = Yes

    ; day ********************************************
    DefaultConditionState
      Model              = IBPLAT
      ;Animation          = IBArpt.IBArpt
      ;AnimationMode      = LOOP
    End
    ConditionState       = DAMAGED
      Model              = IBPLAT
      Animation          = IBArpt.IBArpt
      AnimationMode      = LOOP
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
      ParticleSysBone    = Fire01 SmolderingFire
    End
    ConditionState       = REALLYDAMAGED RUBBLE
      Model              = IBPLAT
      Animation          = IBArpt.IBArpt
      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              = IBPLAT
      Animation          = IBArpt.IBArpt
      AnimationMode      = LOOP
    End
    ConditionState       = DAMAGED SNOW
      Model              = IBArpt
      Animation          = IBArpt.IBArpt
      AnimationMode      = LOOP
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
      ParticleSysBone    = Fire01 SmolderingFire
    End
    ConditionState       = REALLYDAMAGED RUBBLE SNOW
      Model              = IBPLAT
      Animation          = IBArpt.IBArpt
      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              = IBPLAT
      Animation          = IBArpt.IBArpt
      AnimationMode      = LOOP
    End
    ConditionState       = DAMAGED NIGHT
      Model              = IBPLAT
      Animation          = IBArpt.IBArpt
      AnimationMode      = LOOP
    End
    ConditionState       = REALLYDAMAGED RUBBLE NIGHT
      Model              = IBPLAT
      Animation          = IBArpt.IBArpt
      AnimationMode      = LOOP
    End
    
    ConditionState       = NIGHT SNOW
      Model              = IBPLAT
      Animation          = IBArpt.IBArpt
      AnimationMode      = LOOP
    End
    ConditionState       = DAMAGED NIGHT SNOW
      Model              = IBPLAT
      Animation          = IBArpt.IBArpt
      AnimationMode      = LOOP
    End
    ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
      Model              = IBPLAT
      Animation          = IBArpt.IBArpt
      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              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
      Model              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
      Model              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
      Model              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
      Model              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
      Model              = IBPLAT
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
      Model              = IBPLAT
      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 -----------------... I don't think so...
  ;Draw = W3DModelDraw ModuleTag_02
  ;  DefaultConditionState
  ;    Model              = None
  ;  End
  ;  ConditionState       = ACTIVELY_CONSTRUCTING
  ;    Model              = ABArFrcCmd_A9
  ;    Animation          = ABArFrcCmd_A9.ABArFrcCmd_A9
  ;    AnimationMode      = LOOP
  ;  End
  ;End


  ; ------------ 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           = 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_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           = 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_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    = 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             = America
  EditorSorting    = STRUCTURE
  Prerequisites
    Object = AmericaSupplyCenter
  End
  BuildCost           = 2000
  BuildTime           = 30.0           ; in seconds
  EnergyProduction    = -1
  CommandSet          = AmericaAirfieldCommandSet
  VisionRange         = 400.0           ; Shroud clearing distance
  ShroudClearingRange = 400
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End
  ExperienceValue     = 150 150 150 150  ; Experience point value at each level

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

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority       = STRUCTURE
  KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD
  Body                = StructureBody ModuleTag_10
    MaxHealth         = 1500.0
    InitialHealth     = 1500.0

    ; 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 = 1700
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End
  
  Behavior = ParkingPlaceBehavior ModuleTag_11
    HealAmountPerSecond     = 10
    NumRows                 = 6
    NumCols                 = 2
    HasRunways              = Yes
    ApproachHeight          = 110
    LandingDeckHeightOffset = 105.0
  End

  Behavior = ProductionUpdate ModuleTag_12
    NumDoorAnimations            = 12
    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

  Geometry            = BOX
  GeometryMajorRadius = 75.0
  GeometryMinorRadius = 100.0
  GeometryHeight      = 120.0
  GeometryIsSmall     = No
  FactoryExitWidth    = 20
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER
  Scale = 1.00

End
I am not sure what the problem is as I have given each of the twelve fighters that can fit on the platform its own set of bones. ie

RUNWAY1PARK1HAN, RUNWAY1PARKING1, RUNWAY1PREP1, RUNWAYSTART1 and RUNWAYEND1, etc.

Any help would be greatly appreciated.

Captain Croker
CaptainCroker is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
New Airfield problem CaptainCroker Generals & Zero Hour Editing 0 03-24-2005 03:30 AM
A10 to the Airfield Nox911 Generals & Zero Hour Editing 8 12-04-2004 08:00 PM
GLA Airfield Granger Generals & Zero Hour Editing 25 05-31-2004 02:43 AM
Eh.. Wierd problem with GLA Airfield... Kuja Generals & Zero Hour Editing 7 08-04-2003 10:25 PM
Help: GLA AIrfield TheGreatVirus Generals & Zero Hour Editing 4 03-29-2003 01:18 PM


All times are GMT -4. The time now is 06:57 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.