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

Forum Info
Forum Members: 18,581
Total Threads: 8,668
Posts: 94,539

Administrators:
DeeZire, Redemption

There are currently 45 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 03-25-2005, 01:28 PM   #1 (permalink)
Junior Member
 
Join Date: Nov 2004
Posts: 0
Default Strange jet behaviour

Allow me to introduce my self as this is my first post. I am Captain Croker and I have been a member for about six months and have found many useful fixes and tips to many of my problems. Let me start off by saying thank you to all those who have helped in anyway, and to those who are tolerant to newbs and people who have to ask what may be questions with simple answers.

Now to my problem. I have modelled an new airfield to hold 12 jets but strange things happen. Firstly, on take off the first two jets go ok then the rest shoot off almost vertically and don't come down to preferred height for ages. Secondly, when the jets come into land they approach the platform much higher than the surface, attempt to land and then head off slowly towards the bottom left hand corner of the map. When they hit the corner they magically appear on the platform. Thirdly, when the jets appear they sit on the RUNWAY?PREP? bone and not the RUNWAY?PARKING? or RUNWAY?PARK?HAN bones. This seems stange to me as the original jets go to either of these parking bones on their orignal airfields.

I have no idea what might be wrong with the code/model, but perhaps of note is the fact that the platform is no at ground level but in mid-air.

Code:
;------------------------------------------------------------------------------

Object AmericaAirfield

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

; *** Parking ***
    ExtraPublicBone = Runway1Parking1 
    ExtraPublicBone = Runway1Parking2
    ExtraPublicBone = Runway1Parking3
    ExtraPublicBone = Runway1Parking4
    ExtraPublicBone = Runway1Parking5
    ExtraPublicBone = Runway1Parking6
    ExtraPublicBone = Runway2Parking1 
    ExtraPublicBone = Runway2Parking2
    ExtraPublicBone = Runway2Parking3 
    ExtraPublicBone = Runway2Parking4 
    ExtraPublicBone = Runway2Parking5 
    ExtraPublicBone = Runway2Parking6
    ;ExtraPublicBone = Helipark01

; *** Hangers ***
    ExtraPublicBone = Runway1Park1Han
    ExtraPublicBone = Runway1Park2Han
    ExtraPublicBone = Runway1Park3Han
    ExtraPublicBone = Runway1Park4Han
    ExtraPublicBone = Runway1Park5Han
    ExtraPublicBone = Runway1Park6Han
    ExtraPublicBone = Runway2Park1Han
    ExtraPublicBone = Runway2Park2Han
    ExtraPublicBone = Runway2Park3Han
    ExtraPublicBone = Runway2Park4Han
    ExtraPublicBone = Runway2Park5Han
    ExtraPublicBone = Runway2Park6Han

;*** Preps***
    ExtraPublicBone = Runway1Prep1 
    ExtraPublicBone = Runway1Prep2
    ExtraPublicBone = Runway1Prep3 
    ExtraPublicBone = Runway1Prep4
    ExtraPublicBone = Runway1Prep5 
    ExtraPublicBone = Runway1Prep6
    ExtraPublicBone = Runway2Prep1 
    ExtraPublicBone = Runway2Prep2
    ExtraPublicBone = Runway2Prep3 
    ExtraPublicBone = Runway2Prep4
    ExtraPublicBone = Runway2Prep5 
    ExtraPublicBone = Runway2Prep6

; *** 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          = 0
    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
Any help would be greatly appreciated.
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
strange AI ? matt7785 Red Alert 2 & Yuri's Revenge Editing 7 02-22-2006 05:16 AM
Strange things... Karan Sjet Red Alert 2 & Yuri's Revenge Editing 3 01-01-2005 12:28 PM
Strange error Slye_Fox Generals & Zero Hour Editing 6 06-19-2004 05:54 PM
Strange Problem... sc4freak Generals & Zero Hour Editing 4 05-15-2004 09:16 PM
Behaviour module explanation - download it here! CodeCat Generals & Zero Hour Editing 9 11-19-2003 05:31 AM


All times are GMT -4. The time now is 03:26 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.