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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 03-17-2008, 10:25 AM   #21 (permalink)
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Wink Resizing not required for buttons

Quote:
Originally Posted by beng View Post
Also note that EA games use different image sizes for both the large portraits and the smaller button images, and are not consistent. To get the best size, take a screen cap of the actual in-game user interface and measure the size of the cameo images as they are displayed in the game - that is the size you should use.
You don't have to use the two different sizes of the same image. You could tell the game to use the large display image for the command button, and the game will resize it onto the button. I used this method for the Tomahawk Battery and laser artillery.
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Old 03-18-2008, 06:12 AM   #22 (permalink)
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Yes you can do that, but it is better to make a separate size image because then you can control exactly how it will look. Whenever it resizes an image, it becomes a bit blurred.
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Old 04-08-2008, 03:57 PM   #23 (permalink)
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I am creating new factions in Generals Zero Hour, but I have a problem: the button for my Dozer won't work in the Command Center. I coded it in the Command Center's CommandSet, but clicking on it does nothing! I need some help.
Here is how I coded it:

Code:
Object DeltaVehicleDozer
  SelectPortrait = SACDozer_L
  ButtonImage = SACDozer
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model = AVCONSTDOZ_A
      ParticleSysBone = EXHAUSTFX01 DozerSmokeLight
      WaitForStateToFinishIfPossible = TRANS_DIGGING
    End
    ConditionState = ACTIVELY_CONSTRUCTING
      Model = AVCONSTDOZ_A
      Animation = AVCONSTDOZ_A.AVCONSTDOZ_A
      AnimationMode = ONCE
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      ParticleSysBone = DIRTFX01 DozerDirtFall
      TransitionKey = TRANS_DIGGING
    End
    ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
      Model = AVCONSTDOZ_AD
      Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD
      AnimationMode = ONCE
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      ParticleSysBone = DIRTFX01 DozerDirtFall
      TransitionKey = TRANS_DIGGING
    End
    ConditionState = PREATTACK_A 
      Animation = AVCONSTDOZ_A.AVCONSTDOZ_A
      AnimationMode = ONCE
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      ParticleSysBone = DIRTFX01 DozerDirtFall
      TransitionKey = TRANS_DIGGING
    End
    ConditionState = MOVING
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      WaitForStateToFinishIfPossible = TRANS_DIGGING
    End
    AliasConditionState = ACTIVELY_CONSTRUCTING MOVING
    ConditionState = REALLYDAMAGED RUBBLE
      Model = AVCONSTDOZ_AD
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
    End
    ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE
      Model = AVCONSTDOZ_AD
      Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD
      AnimationMode = ONCE
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      TransitionKey = TRANS_DIGGING_DAMAGED
    End
    ConditionState = MOVING REALLYDAMAGED RUBBLE
      Model = AVCONSTDOZ_AD
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
    End
    AliasConditionState = ACTIVELY_CONSTRUCTING MOVING REALLYDAMAGED RUBBLE
    TrackMarks = EXTireTrack2.tga
    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
    LeftFrontTireBone = TIRE01
    RightFrontTireBone = TIRE02
    LeftRearTireBone = TIRE03
    RightRearTireBone = TIRE04
    TireRotationMultiplier = 0.2
    PowerslideRotationAddition = 0
  End
  DisplayName = OBJECT:Dozer
  Side = Delta
  EditorSorting = VEHICLE
  TransportSlotCount = 5
  BuildCost = 1000
  BuildTime = 5.0
  VisionRange = 200
  ShroudClearingRange = 200
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = MINE_CLEARING_DETAIL 
    Weapon = PRIMARY DozerMineDisarmingWeapon
  End
  ArmorSet
    Conditions = None
    Armor = DozerArmor
    DamageFX = TankDamageFX
  End
  CrusherLevel = 2
  CrushableLevel = 2
  CommandSet = DeltaDozerCommandSet
  VoiceSelect = DozerUSAVoiceSelect
  VoiceMove = DozerUSAVoiceMove
  VoiceGuard = DozerUSAVoiceMove
  VoiceDefect = DozerUSAVoiceCreate
  VoiceTaskComplete = DozerUSAVoiceBuildComplete
  SoundMoveStart = DozerUSAMoveStart
  SoundMoveStartDamaged = DozerUSAMoveStart
  UnitSpecificSounds
    VoiceCreate = DozerUSAVoiceCreate
    VoiceNoBuild = DozerUSAVoiceBuildNot
    VoiceCrush = DozerUSAVoiceCrush
    VoiceRepair = DozerUSAVoiceRepair
    VoiceDisarm = DozerUSAVoiceClearMine
    TruckLandingSound = NoSound
    TruckPowerslideSound = NoSound
    VoiceEnter = DozerUSAVoiceMove
    VoiceBuildResponse = DozerUSAVoiceBuild
  End
  RadarPriority = UNIT
  KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 
  Body = ActiveBody ModuleTag_02
    MaxHealth = 250.0
    InitialHealth = 250.0
    SubdualDamageCap = 500
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End
  Behavior = DozerAIUpdate ModuleTag_03
    RepairHealthPercentPerSecond = 2%
    BoredTime = 5000
    BoredRange = 150
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 75.0
  End
  Behavior = StealthDetectorUpdate ModuleTag_05
    DetectionRate = 500
    DetectionRange = 200
    CanDetectWhileGarrisoned = No
    CanDetectWhileContained = No
    ExtraRequiredKindOf = MINE
  End
  Behavior = TransitionDamageFX ModuleTag_06
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End
  Behavior = SlowDeathBehavior ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 100
    DestructionDelay = 1500
    DestructionDelayVariance = 600
    FX = INITIAL FX_CrusaderCatchFire
    OCL = FINAL OCL_AmericaDozerExplode  
    FX = FINAL FX_BattleMasterExplosionOneFinal
  End 
  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
  End  
  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000
    AflameDamageAmount = 3
    AflameDamageDelay = 500
  End
  ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
  End
  Behavior = FXListDie ModuleTag_23
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = DestroyDie ModuleTag_24
    DeathTypes = NONE +CRUSHED +SPLATTED
  End
  Behavior = FXListDie ModuleTag_HijackerEmerge
    RequiredStatus = HIJACKED
    DeathTypes = ALL -CRUSHED -SPLATTED
    DeathFX = FX_HijackerEject
  End
  Geometry = BOX
  GeometryMajorRadius = 15.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 15.0     
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45
End
Code:
CommandButton Command_ConstructDeltaDozer
Command = DOZER_CONSTRUCT
Object = DeltaVehicleDozer
TextLabel = CONTROLBAR:ConstructDeltaDozer
ButtonImage = SACDozer
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipDeltaBuildDozer
End
Code:
CommandSet DeltaCommandCenterCommandSet
1 = Command_ConstructDeltaDozer
14 = Command_Sell
End
I made a copy of the USA Dozer and recoded it as the new Dozer; same thing was done to the Command Center. I am doing these things as a test to make sure creating a new faction can be done in Generals.
The dozer's button may have a problem with it, because when I assign the Dozer command button to a war factory, for example, the same error occurs.
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Last edited by BlueGalactic; 04-09-2008 at 01:08 PM.
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Old 04-09-2008, 08:05 PM   #24 (permalink)
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The Dozer object seems to be missing the BuildCompletion = Appears at rally point line. See the bottom of any existing vehicle object and copy and paste that line to your new dozer.
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Old 04-10-2008, 10:00 AM   #25 (permalink)
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I added the BuildCompletion = Appears_At_Rally_Point line to the following, but the button is still grayed out.

Code:
Object DeltaVehicleDozer
  SelectPortrait = SACDozer_L
  ButtonImage = SACDozer
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model = AVCONSTDOZ_A
      ParticleSysBone = EXHAUSTFX01 DozerSmokeLight
      WaitForStateToFinishIfPossible = TRANS_DIGGING
    End
    ConditionState = ACTIVELY_CONSTRUCTING
      Model = AVCONSTDOZ_A
      Animation = AVCONSTDOZ_A.AVCONSTDOZ_A
      AnimationMode = ONCE
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      ParticleSysBone = DIRTFX01 DozerDirtFall
      TransitionKey = TRANS_DIGGING
    End
    ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
      Model = AVCONSTDOZ_AD
      Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD
      AnimationMode = ONCE
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      ParticleSysBone = DIRTFX01 DozerDirtFall
      TransitionKey = TRANS_DIGGING
    End
    ConditionState = PREATTACK_A 
      Animation = AVCONSTDOZ_A.AVCONSTDOZ_A
      AnimationMode = ONCE
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      ParticleSysBone = DIRTFX01 DozerDirtFall
      TransitionKey = TRANS_DIGGING
    End
    ConditionState = MOVING
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      WaitForStateToFinishIfPossible = TRANS_DIGGING
    End
    AliasConditionState = ACTIVELY_CONSTRUCTING MOVING
    ConditionState = REALLYDAMAGED RUBBLE
      Model = AVCONSTDOZ_AD
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
    End
    ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE
      Model = AVCONSTDOZ_AD
      Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD
      AnimationMode = ONCE
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      TransitionKey = TRANS_DIGGING_DAMAGED
    End
    ConditionState = MOVING REALLYDAMAGED RUBBLE
      Model = AVCONSTDOZ_AD
      ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
      WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
    End
    AliasConditionState = ACTIVELY_CONSTRUCTING MOVING REALLYDAMAGED RUBBLE
    TrackMarks = EXTireTrack2.tga
    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
    LeftFrontTireBone = TIRE01
    RightFrontTireBone = TIRE02
    LeftRearTireBone = TIRE03
    RightRearTireBone = TIRE04
    TireRotationMultiplier = 0.2
    PowerslideRotationAddition = 0
  End
  DisplayName = OBJECT:Dozer
  Side = Delta
  EditorSorting = VEHICLE
  TransportSlotCount = 5
  BuildCost = 1000
  BuildTime = 5.0
  VisionRange = 200
  ShroudClearingRange = 200
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = MINE_CLEARING_DETAIL 
    Weapon = PRIMARY DozerMineDisarmingWeapon
  End
  ArmorSet
    Conditions = None
    Armor = DozerArmor
    DamageFX = TankDamageFX
  End
  CrusherLevel = 2
  CrushableLevel = 2
  CommandSet = DeltaDozerCommandSet
  VoiceSelect = DozerUSAVoiceSelect
  VoiceMove = DozerUSAVoiceMove
  VoiceGuard = DozerUSAVoiceMove
  VoiceDefect = DozerUSAVoiceCreate
  VoiceTaskComplete = DozerUSAVoiceBuildComplete
  SoundMoveStart = DozerUSAMoveStart
  SoundMoveStartDamaged = DozerUSAMoveStart
  UnitSpecificSounds
    VoiceCreate = DozerUSAVoiceCreate
    VoiceNoBuild = DozerUSAVoiceBuildNot
    VoiceCrush = DozerUSAVoiceCrush
    VoiceRepair = DozerUSAVoiceRepair
    VoiceDisarm = DozerUSAVoiceClearMine
    TruckLandingSound = NoSound
    TruckPowerslideSound = NoSound
    VoiceEnter = DozerUSAVoiceMove
    VoiceBuildResponse = DozerUSAVoiceBuild
  End
  RadarPriority = UNIT
  KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 
  Body = ActiveBody ModuleTag_02
    MaxHealth = 250.0
    InitialHealth = 250.0
    SubdualDamageCap = 500
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End
  Behavior = DozerAIUpdate ModuleTag_03
    RepairHealthPercentPerSecond = 2%
    BoredTime = 5000
    BoredRange = 150
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 75.0
  End
  Behavior = StealthDetectorUpdate ModuleTag_05
    DetectionRate = 500
    DetectionRange = 200
    CanDetectWhileGarrisoned = No
    CanDetectWhileContained = No
    ExtraRequiredKindOf = MINE
  End
  Behavior = TransitionDamageFX ModuleTag_06
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End
  Behavior = SlowDeathBehavior ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 100
    DestructionDelay = 1500
    DestructionDelayVariance = 600
    FX = INITIAL FX_CrusaderCatchFire
    OCL = FINAL OCL_AmericaDozerExplode  
    FX = FINAL FX_BattleMasterExplosionOneFinal
  End 
  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
  End  
  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000
    AflameDamageAmount = 3
    AflameDamageDelay = 500
  End
  ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
  End
  Behavior = FXListDie ModuleTag_23
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = DestroyDie ModuleTag_24
    DeathTypes = NONE +CRUSHED +SPLATTED
  End
  Behavior = FXListDie ModuleTag_HijackerEmerge
    RequiredStatus = HIJACKED
    DeathTypes = ALL -CRUSHED -SPLATTED
    DeathFX = FX_HijackerEject
  End
  Geometry = BOX
  GeometryMajorRadius = 15.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 15.0     
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45
  BuildCompletion = APPEARS_AT_RALLY_POINT
End
The Dozer is the only vehicle whose button won't work when I click on it. This is very unusual because I used the same method to add random infantry, vehicles, and structures to the new faction, and all the buttons for those things worked well.
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Last edited by BlueGalactic; 04-10-2008 at 10:12 AM.
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Old 04-10-2008, 01:15 PM   #26 (permalink)
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Check to make sure that your new Command Center has a ProductionUpdate module.
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Old 04-10-2008, 02:45 PM   #27 (permalink)
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Quote:
Originally Posted by CommieDog View Post
Check to make sure that your new Command Center has a ProductionUpdate module.
It does. I checked:
Code:
Object DeltaCommandCenter
  SelectPortrait = SAComCentr_L
  ButtonImage = SAComCentr
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ConditionState = NONE
      Model = ABBtCmdHQL
      Animation = ABBtCmdHQL.ABBtCmdHQL
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED
      Model = ABBtCmdHQL_D
      Animation = ABBtCmdHQL_D.ABBtCmdHQL_D
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE
      Model = ABBtCmdHQL_E
      Animation = ABBtCmdHQL_E.ABBtCmdHQL_E
      AnimationMode = LOOP
    End
    ConditionState = NIGHT
      Model = ABBtCmdHQL
      Animation = ABBtCmdHQL.ABBtCmdHQL
      AnimationMode = LOOP
    End  
    ConditionState = DAMAGED NIGHT
      Model = ABBtCmdHQL_DN
      Animation = ABBtCmdHQL_DN.ABBtCmdHQL_DN
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE NIGHT
      Model = ABBtCmdHQL_EN
      Animation = ABBtCmdHQL_EN.ABBtCmdHQL_EN
      AnimationMode = LOOP
     End
    ConditionState = SNOW
      Model = ABBtCmdHQL_S
      Animation = ABBtCmdHQL_S.ABBtCmdHQL_S
      AnimationMode = LOOP
    End  
    ConditionState = DAMAGED SNOW
      Model = ABBtCmdHQL_DS
      Animation = ABBtCmdHQL_DS.ABBtCmdHQL_DS
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model = ABBtCmdHQL_ES
      Animation = ABBtCmdHQL_ES.ABBtCmdHQL_ES
      AnimationMode = LOOP
     End    
    ConditionState = NIGHT SNOW
      Model = ABBtCmdHQL_NS
      Animation = ABBtCmdHQL_NS.ABBtCmdHQL_NS
      AnimationMode = LOOP
    End  
    ConditionState = DAMAGED NIGHT SNOW
      Model = ABBtCmdHQL_DNS
      Animation = ABBtCmdHQL_DNS.ABBtCmdHQL_DNS
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
      Model = ABBtCmdHQL_ENS
      Animation = ABBtCmdHQL_ENS.ABBtCmdHQL_ENS
      AnimationMode = LOOP
     End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABBtCmdHQL
      Animation = ABBtCmdHQL.ABBtCmdHQL
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model = ABBtCmdHQL_D
      Animation = ABBtCmdHQL_D.ABBtCmdHQL_D
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model = ABBtCmdHQL_E
      Animation = ABBtCmdHQL_E.ABBtCmdHQL_E
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model = ABBtCmdHQL_N
      Animation = ABBtCmdHQL_N.ABBtCmdHQL_N
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
      Model = ABBtCmdHQL_DN
      Animation = ABBtCmdHQL_DN.ABBtCmdHQL_DN
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
      Model = ABBtCmdHQL_EN
      Animation = ABBtCmdHQL_EN.ABBtCmdHQL_EN
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model = ABBtCmdHQL_S
      Animation = ABBtCmdHQL_S.ABBtCmdHQL_S
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
      Model = ABBtCmdHQL_DS
      Animation = ABBtCmdHQL_DS.ABBtCmdHQL_DS
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
      Model = ABBtCmdHQL_ES
      Animation = ABBtCmdHQL_ES.ABBtCmdHQL_ES
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model = ABBtCmdHQL_NS
      Animation = ABBtCmdHQL_NS.ABBtCmdHQL_NS
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
      Model = ABBtCmdHQL_DNS
      Animation = ABBtCmdHQL_DNS.ABBtCmdHQL_DNS
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
      Model = ABBtCmdHQL_ENS
      Animation = ABBtCmdHQL_ENS.ABBtCmdHQL_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
   Draw = W3DModelDraw ModuleTag_02
    DefaultConditionState
      Model = ABBtCmdHQ_A7
      Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
      AnimationMode = MANUAL
      Flags = START_FRAME_FIRST
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABBtCmdHQ_A7
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model = ABBtCmdHQ_A7D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model = ABBtCmdHQ_A7E
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT
    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 DAMAGED
    AliasConditionState = SOLD REALLYDAMAGED
    AliasConditionState = SOLD NIGHT
    AliasConditionState = SOLD NIGHT DAMAGED
    AliasConditionState = SOLD NIGHT REALLYDAMAGED
    AliasConditionState = SOLD NIGHT SNOW
    AliasConditionState = SOLD NIGHT SNOW DAMAGED
    AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
    ConditionState = DAMAGED
      Model = ABBtCmdHQ_A7D
      Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
      AnimationMode = MANUAL
      Flags = START_FRAME_FIRST
    End
    ConditionState = REALLYDAMAGED RUBBLE
      Model = ABBtCmdHQ_A7E
      Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
      AnimationMode = MANUAL
      Flags = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_OPENING
      Model = ABBtCmdHQ_A7
      Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST
    End   
    ConditionState = DOOR_1_OPENING DAMAGED
      Model = ABBtCmdHQ_A7D
      Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST
    End   
    ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
      Model = ABBtCmdHQ_A7E
      Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_CLOSING
      Model = ABBtCmdHQ_A7
      Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
      AnimationMode = ONCE_BACKWARDS
      Flags = START_FRAME_LAST
    End
    ConditionState = DOOR_1_CLOSING DAMAGED
      Model = ABBtCmdHQ_A7D
      Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
      AnimationMode = ONCE_BACKWARDS
      Flags = START_FRAME_LAST
    End   
    ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
      Model = ABBtCmdHQ_A7E
      Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
      AnimationMode = ONCE_BACKWARDS
      Flags = START_FRAME_LAST
    End   
    ConditionState = DOOR_1_WAITING_OPEN
      Model = ABBtCmdHQ_A7
      Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
    End   
    ConditionState = DOOR_1_WAITING_OPEN DAMAGED
      Model = ABBtCmdHQ_A7D
      Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
    End   
    ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
      Model = ABBtCmdHQ_A7E
      Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
    End
  End
  PlacementViewAngle = -135
  Draw = W3DModelDraw ModuleTag_03
    DefaultConditionState
      Model = NONE
     End
    AliasConditionState = DAMAGED
    AliasConditionState = REALLYDAMAGED RUBBLE
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
    ConditionState = RADAR_EXTENDING RADAR_UPGRADED
      Model = ABBtCmdHQ_AB
      Animation = ABBtCmdHQ_AB.ABBtCmdHQ_AB
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST
    End
    ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED
      Model = ABBtCmdHQ_ABD
      Animation = ABBtCmdHQ_ABD.ABBtCmdHQ_ABD
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST
    End
    ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED
      Model = ABBtCmdHQ_ABE
      Animation = ABBtCmdHQ_ABE.ABBtCmdHQ_ABE
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST
    End
    ConditionState = RADAR_UPGRADED
      Model = ABBtCmdHQ_AC
      Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC
      AnimationMode = LOOP
    End
    ConditionState = RADAR_UPGRADED DAMAGED
      Model = ABBtCmdHQ_ACD
      Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD
      AnimationMode = LOOP
    End
    ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE
      Model = ABBtCmdHQ_ACE
      Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE
      AnimationMode = LOOP
    End
    ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABBtCmdHQ_AC
      Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model = ABBtCmdHQ_ACD
      Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model = ABBtCmdHQ_ACE
      Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = SOLD 
      Model = NONE
    End
    AliasConditionState = SOLD DAMAGED RADAR_UPGRADED
    AliasConditionState = SOLD REALLYDAMAGED RADAR_UPGRADED
    End
    Draw = W3DModelDraw ModuleTag_04
    DefaultConditionState
      Model = ABBtCmdHQ_A7
      Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
      AnimationMode = MANUAL
      Flags = START_FRAME_FIRST
    End
    AliasConditionState = NIGHT 
    AliasConditionState = SNOW 
    AliasConditionState = NIGHT SNOW
    ConditionState = DAMAGED
      Model = ABBtCmdHQ_A7D
      Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
      AnimationMode = MANUAL
      Flags = START_FRAME_FIRST
    End
    AliasConditionState = NIGHT DAMAGED
    AliasConditionState = SNOW DAMAGED
    AliasConditionState = NIGHT SNOW DAMAGED
    ConditionState = REALLYDAMAGED RUBBLE
      Model = ABBtCmdHQ_A7E
      Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
      AnimationMode = MANUAL
      Flags = START_FRAME_FIRST
    End
    AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW REALLYDAMAGED RUBBLE
    AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
    ConditionState = DOOR_1_OPENING
      Model = ABBtCmdHQ_A7
      Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST
    End   
    AliasConditionState = NIGHT DOOR_1_OPENING
    AliasConditionState = SNOW DOOR_1_OPENING
    AliasConditionState = NIGHT SNOW DOOR_1_OPENING
    ConditionState = DOOR_1_OPENING DAMAGED
      Model = ABBtCmdHQ_A7D
      Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST
    End  
    AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
    AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
    AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
    ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
      Model = ABBtCmdHQ_A7E
      Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST
    End
    AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
    AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
    ConditionState = DOOR_1_CLOSING
      Model = ABBtCmdHQ_A7
      Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
      AnimationMode = ONCE_BACKWARDS
      Flags = START_FRAME_LAST
    End   
    AliasConditionState = NIGHT DOOR_1_CLOSING
    AliasConditionState = SNOW DOOR_1_CLOSING
    AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
    ConditionState = DOOR_1_CLOSING DAMAGED
      Model = ABBtCmdHQ_A7D
      Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
      AnimationMode = ONCE_BACKWARDS
      Flags = START_FRAME_LAST
    End   
    AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
    AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
    AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
    ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
      Model = ABBtCmdHQ_A7E
      Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
      AnimationMode = ONCE_BACKWARDS
      Flags = START_FRAME_LAST
    End   
    AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
    AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
    ConditionState = DOOR_1_WAITING_OPEN
      Model = ABBtCmdHQ_A7
      Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
    End   
    AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
    AliasConditionState = SNOW DOOR_1_WAITING_OPEN
    AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
    ConditionState = DOOR_1_WAITING_OPEN DAMAGED
      Model = ABBtCmdHQ_A7D
      Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
    End   
    AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
    AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
    AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
    ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
      Model = ABBtCmdHQ_A7E
      Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
    End  
    AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
    AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
    AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABBtCmdHQ_A7
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model = ABBtCmdHQ_A7D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model = ABBtCmdHQ_A7E
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
    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 DAMAGED
    AliasConditionState = SOLD REALLYDAMAGED
    AliasConditionState = SOLD NIGHT
    AliasConditionState = SOLD NIGHT DAMAGED
    AliasConditionState = SOLD NIGHT REALLYDAMAGED
    AliasConditionState = SOLD NIGHT SNOW
    AliasConditionState = SOLD NIGHT SNOW DAMAGED
    AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
  End
  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 = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABBtCmdHQ_A4
      Animation = ABBtCmdHQ_A4.ABBtCmdHQ_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 = ABBtCmdHQ_A4N
      Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_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 = ABBtCmdHQ_A4S
      Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_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 = ABBtCmdHQ_A4SN
      Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOWNIGHT
      ParticleSysBone = SmokeS01 SmokeBuildingSmall
      ParticleSysBone = SparksS01 LiveWireSparks02
    End
    TransitionState = DOWN_DEFAULT UP_DAY
      Model = ABBtCmdHQ_A4
      Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
      Model = ABBtCmdHQ_A4N
      Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
      Model = ABBtCmdHQ_A4S
      Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
      Model = ABBtCmdHQ_A4SN
      Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = ABBtCmdHQ_A4
      Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = ABBtCmdHQ_A4N
      Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = ABBtCmdHQ_A4S
      Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW NIGHT DOWN_DEFAULT
      Model = ABBtCmdHQ_A4SN
      Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  Draw = W3DModelDraw ModuleTag_06
  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 = ABBtCmdHQ_A6
      Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_DAY
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
      ParticleSysBone = Sparks08 BuildUpBlueSpark
      ParticleSysBone = Sparks09 BuildUpBlueSpark
    End
    ConditionState = NIGHT PARTIALLY_CONSTRUCTED
      Model = ABBtCmdHQ_A6N
      Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_NIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
      ParticleSysBone = Sparks08 BuildUpBlueSpark
      ParticleSysBone = Sparks09 BuildUpBlueSpark
    End
    ConditionState = SNOW PARTIALLY_CONSTRUCTED
      Model = ABBtCmdHQ_A6S
      Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOW
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
      ParticleSysBone = Sparks08 BuildUpBlueSpark
      ParticleSysBone = Sparks09 BuildUpBlueSpark
    End
    ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model = ABBtCmdHQ_A6SN
      Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOWNIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
      ParticleSysBone = Sparks08 BuildUpBlueSpark
      ParticleSysBone = Sparks09 BuildUpBlueSpark
    End
    TransitionState = DOWN_DEFAULT UP_DAY
     Model = ABBtCmdHQ_A6
      Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
     Model = ABBtCmdHQ_A6N
      Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
     Model = ABBtCmdHQ_A6S
      Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
     Model = ABBtCmdHQ_A6SN
      Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = ABBtCmdHQ_A6
      Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = ABBtCmdHQ_A6N
      Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = ABBtCmdHQ_A6S
      Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = ABBtCmdHQ_A6SN
      Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  Draw = W3DModelDraw ModuleTag_07
  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 = ABBtCmdHQ_A5
      Animation = ABBtCmdHQ_A5.ABBtCmdHQ_A5
      AnimationMode = LOOP
      TransitionKey = UP_DAY
    End
    ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
      Model = ABBtCmdHQ_A5N
      Animation = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N
      AnimationMode = LOOP
      TransitionKey = UP_NIGHT
    End
    ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
      Model = ABBtCmdHQ_A5S
      Animation = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S
      AnimationMode = LOOP
      TransitionKey = UP_SNOW
    End
    ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
      Model = ABBtCmdHQ_A5SN
      Animation = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN
      AnimationMode = LOOP
      TransitionKey = UP_SNOWNIGHT
    End
    TransitionState = DOWN_DEFAULT UP_DAY
      Model = ABBtCmdHQ_A3
      Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
      Model = ABBtCmdHQ_A3N
      Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
      Model = ABBtCmdHQ_A3S
      Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
      Model = ABBtCmdHQ_A3SN
      Animation = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = ABBtCmdHQ_A3
      Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = ABBtCmdHQ_A3N
      Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = ABBtCmdHQ_A3S
      Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = ABBtCmdHQ_A3S
      Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  Draw = W3DModelDraw ModuleTag_OfficersClub
    OkToChangeModelColor = No
    ConditionState = NONE
      Model = None
    End
    AliasConditionState = DAMAGED
    AliasConditionState = REALLYDAMAGED
    AliasConditionState = RUBBLE
    AliasConditionState = REALLYDAMAGED RUBBLE
    ConditionState = PREORDER
      Model = OCFlagUSA
      Animation = OCFlagUSA.OCFlagUSA
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = PREORDER DAMAGED
      Model = OCFlagUSA_D
      Animation = OCFlagUSA_D.OCFlagUSA_D
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = PREORDER REALLYDAMAGED RUBBLE
      Model = OCFlagUSA_E
      Animation = OCFlagUSA_E.OCFlagUSA_E
      AnimationMode = LOOP
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
  End
  PlacementViewAngle = -135
  DisplayName = OBJECT:CommandCenter 
  Side = Delta
  EditorSorting = STRUCTURE
  BuildCost = 2000
  BuildTime = 45.0
  EnergyProduction = 0
  CommandSet = DeltaCommandCenterCommandSet
  VisionRange = 300.0
  ShroudClearingRange = 300
  ArmorSet
    Conditions = None
    Armor = StructureArmorTough
    DamageFX = StructureDamageFXNoShake
  End
  ExperienceValue = 200 200 200 200
  VoiceSelect = CommandCenterUSASelect
  SoundOnDamaged = BuildingDamagedStateLight
  SoundOnReallyDamaged = BuildingDestroy
  UnitSpecificSounds
    UnderConstruction = UnderConstructionLoop
  End
  RadarPriority = STRUCTURE
  KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
  Body = StructureBody ModuleTag_10
    MaxHealth = 5000.0
    InitialHealth = 5000.0
    SubdualDamageCap = 5200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End
  Behavior = PreorderCreate ModuleTag_PreorderCreate
  End
  Behavior = ProductionUpdate ModuleTag_11
    NumDoorAnimations = 1
    DoorOpeningTime = 1500
    DoorWaitOpenTime = 3000
    DoorCloseTime = 1500
    ConstructionCompleteDuration = 1500
  End
  Behavior = DefaultProductionExitUpdate ModuleTag_12
    UnitCreatePoint = X:-18.0 Y:35.0 Z:0.0
    NaturalRallyPoint = X: 60.0 Y:35.0 Z:0.0
  End
  Behavior = RadarUpdate ModuleTag_13
    RadarExtendTime = 6000
  End
  Behavior = BaseRegenerateUpdate ModuleTag_14
  End
  Behavior = DestroyDie ModuleTag_15
  End
  Behavior = CreateObjectDie ModuleTag_16
    CreationList = OCL_LargeStructureDebris
  End
  Behavior = CreateObjectDie ModuleTag_17
    CreationList = Lazr_OCL_AmericanRangerDebris10
    ExemptStatus = UNDER_CONSTRUCTION
  End
  Behavior = FXListDie ModuleTag_18
    DeathFX = FX_StructureMediumDeath
  End
  Behavior = RadarUpgrade ModuleTag_19
    TriggeredBy = Upgrade_AmericaRadar
  End
  Behavior = OCLSpecialPower ModuleTag_20
    SpecialPowerTemplate = SuperweaponDaisyCutter
    UpgradeOCL = SCIENCE_MOAB SUPERWEAPON_MOAB
    OCL = SUPERWEAPON_DaisyCutter
    CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
  End
  Behavior = OCLSpecialPower ModuleTag_21
    SpecialPowerTemplate = SpecialPowerSpyDrone
    OCL = SUPERWEAPON_SpyDrone
    CreateLocation = CREATE_ABOVE_LOCATION
  End
  Behavior = OCLSpecialPower ModuleTag_22
    SpecialPowerTemplate = Lazr_SuperweaponParadropAmerica
    UpgradeOCL = Lazr_SCIENCE_Paradrop3 Lazr_SUPERWEAPON_Paradrop3
    UpgradeOCL = Lazr_SCIENCE_Paradrop2 Lazr_SUPERWEAPON_Paradrop2
    OCL = Lazr_SUPERWEAPON_Paradrop1
    CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
    OCLAdjustPositionToPassable = Yes
  End 
  Behavior = OCLSpecialPower ModuleTag_24
    SpecialPowerTemplate = SpecialPowerSpySatellite
    OCL = SUPERWEAPON_SpySatellite
    CreateLocation = CREATE_AT_LOCATION
  End
  Behavior = OCLSpecialPower ModuleTag_26
    SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike
    UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3
    UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2
    OCL = SUPERWEAPON_A10ThunderboltMissileStrike1
    CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
  End
  Behavior = OCLSpecialPower ModuleTag_27
    SpecialPowerTemplate = SuperweaponEmergencyRepair
    UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
    UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
    OCL = SUPERWEAPON_RepairVehicles1
    CreateLocation = CREATE_AT_LOCATION
  End
  Behavior = FlammableUpdate ModuleTag_30
    AflameDuration = 5000
    AflameDamageAmount = 5
    AflameDamageDelay = 500
  End
  Behavior = TransitionDamageFX ModuleTag_31
    DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    DamagedParticleSystem2 = Bone:None RandomBone:No PSys:SootySmokeColumn02
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ReallyDamagedParticleSystem4 = Bone:None RandomBone:No PSys:ForwardLightSmokePuffs
    ReallyDamagedParticleSystem5 = Bone:None RandomBone:No PSys:SootySmokeColumn03
  End
  Behavior = SpecialAbility ModuleTag_32
    SpecialPowerTemplate = SuperweaponSpectreGunship
    UpdateModuleStartsAttack = Yes
  End
  Behavior = SpectreGunshipDeploymentUpdate ModuleTag_33
    SpecialPowerTemplate = SuperweaponSpectreGunship
    GunshipTemplateName = Lazr_AmericaJetSpectreGunship
    AttackAreaRadius = 200
    CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
  End
  Behavior = OCLSpecialPower ModuleTag_34
    SpecialPowerTemplate = SuperweaponLeafletDrop
    OCL = SUPERWEAPON_LeafletDrop
    CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
  End
  Behavior = GrantScienceUpgrade ModuleTag_Science
    GrantScience = SCIENCE_MOAB
    TriggeredBy = Upgrade_AmericaMOAB
  End
  Geometry = BOX
  GeometryMajorRadius = 60.0
  GeometryMinorRadius = 70.0
  GeometryHeight = 49.0
  GeometryIsSmall = No
  FactoryExitWidth = 25
  Shadow = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER
End
I don't think the Command Center is the problem. I coded the Dozer's button to the War Factory's command set and the same problem occured. I'll try cloning an existing dozer and, making only the 'Side = ' change, assigning that to the Com.Ctr.'s command set.

Last edited by BlueGalactic; 04-10-2008 at 02:50 PM.
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Old 04-12-2008, 09:45 AM   #28 (permalink)
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You are right the command button is wrong: DOZER_CONSTRUCT is the wrong command for building units. Compare with other command buttons and you will see.
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Old 04-13-2008, 09:43 AM   #29 (permalink)
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Quote:
Originally Posted by beng View Post
You are right the command button is wrong: DOZER_CONSTRUCT is the wrong command for building units. Compare with other command buttons and you will see.
I checked the Command Button file and found that all of the command buttons for buildings have Command = Dozer_Construct associated with them:
Code:
CommandButton Command_ConstructAmericaCommandCenter
  Command = DOZER_CONSTRUCT
  Object = AmericaCommandCenter
  TextLabel = CONTROLBAR:ConstructAmericaCommandCenter
  ButtonImage = SAComCentr
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter
End

CommandButton Command_ConstructAmericaPowerPlant
  Command = DOZER_CONSTRUCT
  Object = AmericaPowerPlant
  TextLabel = CONTROLBAR:ConstructAmericaPowerPlant
  ButtonImage = SAPowerPlant
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant
End

CommandButton Command_ConstructAmericaBarracks
  Command = DOZER_CONSTRUCT
  Object = AmericaBarracks
  TextLabel = CONTROLBAR:ConstructAmericaBarracks
  ButtonImage = SABarracks
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks
End

CommandButton Command_ConstructAmericaSupplyCenter
  Command = DOZER_CONSTRUCT
  Object = AmericaSupplyCenter
  TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter
  ButtonImage = SASupplyCntr
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter
End

CommandButton Command_ConstructAmericaWall
  Command = DOZER_CONSTRUCT
  Object = AmericaWall
  TextLabel = CONTROLBAR:ConstructAmericaWall
  ButtonImage = SAFence
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildSecurityFence
End

CommandButton Command_ConstructAmericaWarFactory
  Command = DOZER_CONSTRUCT
  Object = AmericaWarFactory
  TextLabel = CONTROLBAR:ConstructAmericaWarFactory
  ButtonImage = SACWeaponsfact
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory
End

CommandButton Command_ConstructAmericaPatriotBattery
  Command = DOZER_CONSTRUCT
  Object = AmericaPatriotBattery
  TextLabel = CONTROLBAR:ConstructAmericaPatriotBattery
  ButtonImage = SAPatriot
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildPatriotBattery
End

CommandButton Command_ConstructAmericaFireBase
  Command = DOZER_CONSTRUCT
  Object = AmericaFireBase
  TextLabel = CONTROLBAR:ConstructAmericaFireBase
  ButtonImage = SAFirebase
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase
End

CommandButton Command_ConstructAmericaAirfield
  Command = DOZER_CONSTRUCT
  Object = AmericaAirfield
  TextLabel = CONTROLBAR:ConstructAmericaAirfield
  ButtonImage = SAACommand
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField
End

CommandButton Command_ConstructAmericaParticleCannonUplink
  Command = DOZER_CONSTRUCT
  Object = AmericaParticleCannonUplink
  TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink
  ButtonImage = SAUplink
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon
End

CommandButton Command_ConstructAmericaStrategyCenter
  Command = DOZER_CONSTRUCT
  Object = AmericaStrategyCenter
  TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter
  ButtonImage = SAStrategyCenter
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter
End

CommandButton Command_ConstructAmericaSupplyDropZone
  Command = DOZER_CONSTRUCT
  Object = AmericaSupplyDropZone
  TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone
  ButtonImage = SADropZone
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone
End

CommandButton Command_ConstructAmericaDetentionCamp
  Command = DOZER_CONSTRUCT
  Object = AmericaDetentionCamp
  TextLabel = CONTROLBAR:ConstructAmericaDetentionCamp
  ButtonImage = SAPrison
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipUSABuildDetentionCamp
End

CommandButton Command_ConstructGLACommandCenter
  Command = DOZER_CONSTRUCT
  Object = GLACommandCenter
  TextLabel = CONTROLBAR:ConstructGLACommandCenter
  ButtonImage = SUHeadquarters
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter
End

CommandButton Command_ConstructFakeGLACommandCenter
  Command = DOZER_CONSTRUCT
  Object = FakeGLACommandCenter
  TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter
  ButtonImage = SUHeadquarters_F
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding
End

CommandButton Command_ConstructGLADemoTrap
  Command = DOZER_CONSTRUCT
  Object = GLADemoTrap
  TextLabel = CONTROLBAR:ConstructGLADemoTrap
  ButtonImage = SSHideBomb
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipGLABuildDemoTrap
End

CommandButton Command_ConstructGLABarracks
  Command = DOZER_CONSTRUCT
  Object = GLABarracks
  TextLabel = CONTROLBAR:ConstructGLABarracks
  ButtonImage = SUBarracks
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks
End

CommandButton Command_ConstructFakeGLABarracks
  Command = DOZER_CONSTRUCT
  Object = FakeGLABarracks
  TextLabel = CONTROLBAR:ConstructFakeGLABarracks
  ButtonImage = SUBarracks_F
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding
End

CommandButton Command_ConstructGLASupplyStash
  Command = DOZER_CONSTRUCT
  Object = GLASupplyStash
  TextLabel = CONTROLBAR:ConstructGLASupplyStash
  ButtonImage = SUSupplyCenter
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash
End

CommandButton Command_ConstructFakeGLASupplyStash
  Command = DOZER_CONSTRUCT
  Object = FakeGLASupplyStash
  TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash
  ButtonImage = SUSpplyCtr_F
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding
End

CommandButton Command_ConstructGLAArmsDealer
  Command = DOZER_CONSTRUCT
  Object = GLAArmsDealer
  TextLabel = CONTROLBAR:ConstructGLAArmsDealer
  ButtonImage = SUArmsDealer
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer
End

CommandButton Command_ConstructFakeGLAArmsDealer
  Command = DOZER_CONSTRUCT
  Object = FakeGLAArmsDealer
  TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer
  ButtonImage = SUArmsDealer_F
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding
End

CommandButton Command_ConstructChinaCommandCenter
  Command = DOZER_CONSTRUCT
  Object = ChinaCommandCenter
  TextLabel = CONTROLBAR:ConstructChinaCommandCenter
  ButtonImage = SNComCentr
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter
End

CommandButton Command_ConstructChinaInternetCenter
  Command = DOZER_CONSTRUCT
  Object = ChinaInternetCenter
  TextLabel = CONTROLBAR:ConstructChinaInternetCenter
  ButtonImage = SNIntCnt
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter
End


CommandButton Command_ConstructChinaPowerPlant
  Command = DOZER_CONSTRUCT
  Object = ChinaPowerPlant
  TextLabel = CONTROLBAR:ConstructChinaPowerPlant
  ButtonImage = SNReactor
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipChinaBuildPowerPlant
End

CommandButton Command_ConstructChinaBarracks
  Command = DOZER_CONSTRUCT
  Object = ChinaBarracks
  TextLabel = CONTROLBAR:ConstructChinaBarracks
  ButtonImage = SNBarracks
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks
End

CommandButton Command_ConstructChinaSupplyCenter
  Command = DOZER_CONSTRUCT
  Object = ChinaSupplyCenter
  TextLabel = CONTROLBAR:ConstructChinaSupplyCenter
  ButtonImage = SNSupplyCenter_L
  ButtonBorderType = BUILD
  DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter
End
...
I discovered my mistake: Dozer_Construct only works with buttons for buildings. I should have used Unit_Build with my dozer. lol

Code:
CommandButton Command_ConstructDeltaDozer
Command = UNIT_BUILD
Object = DeltaVehicleDozer
TextLabel = CONTROLBAR:ConstructDeltaDozer
ButtonImage = SACDozer
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipDeltaBuildDozer
End
I feel silly for not checking this out sooner. Duh for me! X_X
The next time I create new units, I have to make sure I am cloning the right blocks of code.
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Last edited by BlueGalactic; 04-13-2008 at 09:45 AM.
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Old 04-13-2008, 10:23 AM   #30 (