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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 02-02-2006, 01:35 AM   #1 (permalink)
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Join Date: May 2004
Posts: 303
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Default America Checkpoint and "Gates"

Hi guy's, long time no see.

Anyway i have a problem. I haved done the gate logic as i thought it would go and i find that as soon as i add the Checkpoint update, my model dissappears and starts spazzing out. Is there a way to fix this? Of not, can i get around it? A response is greatly needed.

Code:

Code:
;------------------------------------------------------------------------------
Object Gate

  ; *** ART Parameters ***
  SelectPortrait = SACWeaponsfact_L
  ButtonImage            = SACWeaponsfact

  ; ------------ the main factory itself -----------------
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ; day **************************************************
    DefaultConditionState
      Model           = gatetest
    End
    ConditionState = DAMAGED
      Model           = gatetest
    End
    ConditionState = REALLYDAMAGED RUBBLE
      Model           = gatetest
    End


    ; night *************************************************
    ConditionState = NIGHT
      Model           = gatetest
    End
    ConditionState = DAMAGED NIGHT
      Model           = gatetest
    End
    ConditionState = REALLYDAMAGED RUBBLE NIGHT
      Model           = gatetest
    End

    ; snow *************************************************
    ConditionState = SNOW
      Model           = gatetest
    End
    ConditionState = DAMAGED SNOW
      Model           = gatetest
    End
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model           = gatetest
    End


    ; night snow *************************************************
    ConditionState = NIGHT SNOW
      Model           = ABWarFact_NS
      Animation       = ABWarFact_NS.ABWarFact_NS
      AnimationMode   = LOOP
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model           = ABWarFact_DNS
      Animation       = ABWarFact_DNS.ABWarFact_DNS
      AnimationMode   = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
      Model           = ABWarFact_ENS
      Animation       = ABWarFact_ENS.ABWarFact_ENS
      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              = ABWarFact
      Animation          = ABWarFact.ABWarFact
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = ABWarFact_D
      Animation          = ABWarFact_D.ABWarFact_D
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = ABWarFact_E
      Animation          = ABWarFact_E.ABWarFact_E
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model              = ABWarFact_N
      Animation          = ABWarFact_N.ABWarFact_N
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
      Model              = ABWarFact_DN
      Animation          = ABWarFact_DN.ABWarFact_DN
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
      Model              = ABWarFact_EN
      Animation          = ABWarFact_EN.ABWarFact_EN
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = ABWarFact_S
      Animation          = ABWarFact_S.ABWarFact_S
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
      Model              = ABWarFact_DS
      Animation          = ABWarFact_DS.ABWarFact_DS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
      Model              = ABWarFact_ES
      Animation          = ABWarFact_ES.ABWarFact_ES
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model              = ABWarFact_NS
      Animation          = ABWarFact_NS.ABWarFact_NS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
      Model              = ABWarFact_DNS
      Animation          = ABWarFact_DNS.ABWarFact_DNS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
      Model              = ABWarFact_ENS
      Animation          = ABWarFact_ENS.ABWarFact_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

  ; ----------------- the factory door -------------------
  Draw = W3DModelDraw ModuleTag_02
    DefaultConditionState
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
    End
    AliasConditionState = NIGHT
    AliasConditionState = SNOW
    AliasConditionState = SNOW NIGHT

    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = gatetest
      Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
    AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
    AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED

    ConditionState    = DAMAGED
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
    End
    AliasConditionState = NIGHT DAMAGED
    AliasConditionState = SNOW DAMAGED
    AliasConditionState = SNOW NIGHT DAMAGED

    ConditionState    = REALLYDAMAGED RUBBLE
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
    End
    AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE

    ConditionState    = DOOR_1_OPENING
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = ONCE
      Flags           = START_FRAME_FIRST
    End
    AliasConditionState = NIGHT DOOR_1_OPENING
    AliasConditionState = SNOW DOOR_1_OPENING
    AliasConditionState = SNOW NIGHT DOOR_1_OPENING

    ConditionState    = DOOR_1_OPENING DAMAGED
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = ONCE
      Flags           = START_FRAME_FIRST
    End
    AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
    AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
    AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED

    ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = ONCE
      Flags           = START_FRAME_FIRST
    End
    AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE

    ConditionState    = DOOR_1_CLOSING
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_LAST
    End
    AliasConditionState = NIGHT DOOR_1_CLOSING
    AliasConditionState = SNOW DOOR_1_CLOSING
    AliasConditionState = SNOW NIGHT DOOR_1_CLOSING


    ConditionState    = DOOR_1_CLOSING DAMAGED
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_LAST
    End
    AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
    AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
    AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED

    ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_LAST
    End
    AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE

    ConditionState    = DOOR_1_WAITING_OPEN
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
    End
    AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
    AliasConditionState = SNOW DOOR_1_WAITING_OPEN
    AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN

    ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
    End
    AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
    AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
    AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED

    ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
      Model           = gatetest
      Animation       = gatetest.gatetest
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
    End
    AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE

    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
    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

  ; ------------ construction-zone fence -----------------
  Draw = W3DModelDraw ModuleTag_06
  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           = ABWarFact_A4
      Animation       = ABWarFact_A4.ABWarFact_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           = ABWarFact_A4N
      Animation       = ABWarFact_A4N.ABWarFact_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           = ABWarFact_A4S
      Animation       = ABWarFact_A4S.ABWarFact_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           = ABWarFact_A4SN
      Animation       = ABWarFact_A4SN.ABWarFact_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = SmokeS01 SmokeBuildingSmall
      ParticleSysBone = SparksS01 LiveWireSparks02
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = ABWarFact_A4
      Animation       = ABWarFact_A4.ABWarFact_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = ABWarFact_A4N
      Animation       = ABWarFact_A4N.ABWarFact_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = ABWarFact_A4S
      Animation       = ABWarFact_A4S.ABWarFact_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = ABWarFact_A4SN
      Animation       = ABWarFact_A4SN.ABWarFact_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABWarFact_A4
      Animation       = ABWarFact_A4.ABWarFact_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           = ABWarFact_A4N
      Animation       = ABWarFact_A4N.ABWarFact_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           = ABWarFact_A4S
      Animation       = ABWarFact_A4S.ABWarFact_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           = ABWarFact_A4SN
      Animation       = ABWarFact_A4SN.ABWarFact_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_07
  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           = ABWarFact_A6
      Animation       = ABWarFact_A6.ABWarFact_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           = ABWarFact_A6N
      Animation       = ABWarFact_A6N.ABWarFact_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           = ABWarFact_A6S
      Animation       = ABWarFact_A6S.ABWarFact_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           = ABWarFact_A6SN
      Animation       = ABWarFact_A6SN.ABWarFact_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            = ABWarFact_A6
      Animation       = ABWarFact_A6.ABWarFact_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = ABWarFact_A6N
      Animation       = ABWarFact_A6N.ABWarFact_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = ABWarFact_A6S
      Animation       = ABWarFact_A6S.ABWarFact_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = ABWarFact_A6SN
      Animation       = ABWarFact_A6SN.ABWarFact_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABWarFact_A6
      Animation       = ABWarFact_A6.ABWarFact_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           = ABWarFact_A6N
      Animation       = ABWarFact_A6N.ABWarFact_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           = ABWarFact_A6S
      Animation       = ABWarFact_A6S.ABWarFact_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           = ABWarFact_A6SN
      Animation       = ABWarFact_A6SN.ABWarFact_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Gate
  Side             = Allies
  EditorSorting    = STRUCTURE
  Prerequisites
    Object = Allies_SupplyCenter
  End
  BuildCost        = 800
  BuildTime        = 7.0           ; in seconds

  EnergyProduction = -1
  CommandSet       = StopOnlyGenericCommandSet
  VisionRange     = 150.0           ; Shroud clearing distance
  ShroudClearingRange = 150
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

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

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority   = STRUCTURE
  KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE DEFENSIVE_WALL
  Body            = StructureBody ModuleTag_09
    MaxHealth       = 1000.0
    InitialHealth   = 1000.0
 End

  ;Behavior = CheckpointUpdate ModuleTag_10
;no parameters - allows object to open and close like a gate when a friendly object approaches it - requires DOOR_1_OPENING and 

;DOOR_1_CLOSING ConditionStates.
;End

  Behavior = BaseRegenerateUpdate ModuleTag_13
    ;No data
  End

;---- Removed module
;  Behavior = SlowDeathBehavior ModuleTag_14
;    DestructionDelay = 500
;    FX             = FINAL   FX_StructureMediumDeath
;    OCL            = FINAL   OCL_AmericaWarFactoryDebris
;  End

  Behavior = TransitionDamageFX ModuleTag_15
    ;-------------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             = CreateObjectDie ModuleTag_16
    CreationList  = OCL_AmericanRangerDebris05
    ExemptStatus  = UNDER_CONSTRUCTION
  End

  Behavior = FlammableUpdate ModuleTag_18
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior             = CreateObjectDie ModuleTag_20
    CreationList  = OCL_LargeStructureDebris
  End

  Behavior             = FXListDie ModuleTag_21
    DeathFX       = FX_StructureMediumDeath
  End

  Behavior             = DestroyDie ModuleTag_22
    ;nothing
  End

  Geometry            = BOX
  GeometryMajorRadius = 33.0
  GeometryMinorRadius = 10.0
  GeometryHeight      = 20.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End
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