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.