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