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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 01-13-2008, 12:45 AM   #1 (permalink)
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Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it
Posts: 121
Default Tank Bunker Help

I know that in the game Yuri's Revenge, there are tank bunkers (defenses occupied by vehicles). Is there any way to make the tank bunker idea work in the Pro:Gen mod for Generals Zero Hour? I am asking because I looked at the code for the tank bunker in the Project Raptor mod.

Project Raptor:
Code:
;------------------------------------------------------------------------------
Object Lazr_AmericaTankBunker

  ; *** ART Parameters ***
  SelectPortrait         = SATankBunker_L
  ButtonImage            = SATankBunker
  Draw                   = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ExtraPublicBone = STATION01

    DefaultConditionState
      Model               = ABTankBunkerA
      TransitionKey       = TRANS_IdleNormal
    End
    AliasConditionState = NIGHT

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleNormal TRANS_GarrisonedNormal
      Model           = ABTankBunker
      Animation       = ABTankBunker.ABTankBunker
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED
      Model             = ABTankBunkerB
      TransitionKey     = TRANS_GarrisonedNormal
    End
    AliasConditionState = NIGHT GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedNormal TRANS_IdleNormal
      Model           = ABTankBunker
      Animation       = ABTankBunker.ABTankBunker
      AnimationMode   = ONCE_BACKWARDS
    End

    ConditionState = DAMAGED
      Model               = ABTankBunkerA_d
      TransitionKey       = TRANS_IdleDamaged
    End
    AliasConditionState = NIGHT DAMAGED

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleDamaged TRANS_GarrisonedDamaged
      Model           = ABTankBunker_d
      Animation       = ABTankBunker_d.ABTankBunker_d
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED DAMAGED
      Model             = ABTankBunkerB_d
      TransitionKey     = TRANS_GarrisonedDamaged
    End
    AliasConditionState = NIGHT DAMAGED GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedDamaged TRANS_IdleDamaged
      Model           = ABTankBunker_d
      Animation       = ABTankBunker_d.ABTankBunker_d
      AnimationMode   = ONCE_BACKWARDS
    End

    ConditionState = REALLYDAMAGED
      Model               = ABTankBunkerA_d
      TransitionKey       = TRANS_IdleRDamaged
    End
    AliasConditionState = NIGHT DAMAGED REALLYDAMAGED

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleRDamaged TRANS_GarrisonedRDamaged
      Model           = ABTankBunker_d
      Animation       = ABTankBunker_d.ABTankBunker_d
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED REALLYDAMAGED
      Model             = ABTankBunkerB_d
      TransitionKey     = TRANS_GarrisonedRDamaged
    End
    AliasConditionState = NIGHT REALLYDAMAGED GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedRDamaged TRANS_IdleRDamaged
      Model           = ABTankBunker_d
      Animation       = ABTankBunker_d.ABTankBunker_d
      AnimationMode   = ONCE_BACKWARDS
    End

    ConditionState = SNOW
      Model               = ABTankBunkerA_s
      TransitionKey       = TRANS_IdleSnow
    End
    AliasConditionState = NIGHT SNOW

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleSnow TRANS_GarrisonedSnow
      Model           = ABTankBunker_s
      Animation       = ABTankBunker_s.ABTankBunker_s
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED SNOW
      Model             = ABTankBunkerB_s
      TransitionKey     = TRANS_GarrisonedSnow
    End
    AliasConditionState = NIGHT SNOW GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedSnow TRANS_IdleSnow
      Model           = ABTankBunker_s
      Animation       = ABTankBunker_s.ABTankBunker_s
      AnimationMode   = ONCE_BACKWARDS
    End

    ConditionState = SNOW DAMAGED
      Model               = ABTankBunkerA_ds
      TransitionKey       = TRANS_IdleDSnow
    End
    AliasConditionState = NIGHT SNOW DAMAGED

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleDSnow TRANS_GarrisonedDSnow
      Model           = ABTankBunker_ds
      Animation       = ABTankBunker_ds.ABTankBunker_ds
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED SNOW DAMAGED
      Model             = ABTankBunkerB_ds
      TransitionKey     = TRANS_GarrisonedDSnow
    End
    AliasConditionState = NIGHT SNOW DAMAGED GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedDSnow TRANS_IdleDSnow
      Model           = ABTankBunker_ds
      Animation       = ABTankBunker_ds.ABTankBunker_ds
      AnimationMode   = ONCE_BACKWARDS
    End

    ConditionState = SNOW REALLYDAMAGED
      Model               = ABTankBunkerA_ds
      TransitionKey       = TRANS_IdleRDSnow
    End
    AliasConditionState = NIGHT SNOW REALLYDAMAGED

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleRDSnow TRANS_GarrisonedRDSnow
      Model           = ABTankBunker_ds
      Animation       = ABTankBunker_ds.ABTankBunker_ds
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED SNOW REALLYDAMAGED
      Model             = ABTankBunkerB_ds
      TransitionKey     = TRANS_GarrisonedRDSnow
    End
    AliasConditionState = NIGHT SNOW REALLYDAMAGED GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedRDSnow TRANS_IdleRDSnow
      Model           = ABTankBunker_ds
      Animation       = ABTankBunker_ds.ABTankBunker_ds
      AnimationMode   = ONCE_BACKWARDS
    End

    ;**************************************************************************************************************************
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module

    ConditionState       = AWAITING_CONSTRUCTION
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState  = SOLD
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD SNOW DAMAGED
    AliasConditionState  = SOLD SNOW REALLYDAMAGED
    ;**************************************************************************************************************************

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = ABTankBunkerA
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = ABTankBunkerA_S
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = ABTankBunkerA_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
      Model              = ABTankBunkerA_DS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ;**************************************************************************************************************************
  End




  ; ------------ construction-zone fence -----------------
  Draw                = W3DModelDraw ModuleTag_02
  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           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_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           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_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           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_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           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_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_03
  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           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_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           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_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           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_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           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_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            = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_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           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_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           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_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           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End
  PlacementViewAngle = -45


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TankBunker
  Side             = AmericaLaserGeneral
  EditorSorting    = STRUCTURE
  Prerequisites
    Object         = Lazr_AmericaPowerPlant
  End
  BuildCost        = 1000
  BuildTime        = 10.0           ; in seconds
  EnergyProduction = 0

  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

  VisionRange      = 360.0           ; Shroud clearing distance AND targeting range
  ShroudClearingRange = 360

  ArmorSet
    Conditions      = None
    Armor           = TankBunkerArmor
    DamageFX        = StructureDamageFXNoShake
  End
  CommandSet        = AmericaTankBunkerCommandSet

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

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  UnitSpecificSounds
  ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    TurretMoveStart = NoSound
    TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority     = STRUCTURE
  KindOf            = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED

  Body                 = HiveStructureBody ModuleTag_04;
    MaxHealth          = 1000.0
    InitialHealth      = 1000.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
    ;**Careful with these damage types -- because area damage types will already
    ;**damage slaves.
    ;PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER
    ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to
  End

  Behavior = StealthDetectorUpdate ModuleTag_13
    DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
    DetectionRange   = 200   ;Dustin, enable this for independant balancing!
    CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
    CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  End

  Behavior = AIUpdateInterface ModuleTag_06
    Turret
      ControlledWeaponSlots = PRIMARY
      TurretTurnRate      = 540   // turn rate, in degrees per sec
      TurretPitchRate     = 180
      AllowsPitch         = Yes
      FiresWhileTurning   = Yes
      NaturalTurretPitch  = 45 ; this keeps it aimed half way between land and sky
      MinIdleScanInterval   = 250    ; in milliseconds
      MaxIdleScanInterval   = 250   ; in milliseconds
      MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
      MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
    End
    AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
    MoodAttackCheckRate        = 250
  End

  Behavior = ProductionUpdate ModuleTag_07
    ; nothing, but is required if we have any Object-level Upgrades!
  End

  Behavior             = DestroyDie ModuleTag_08
    ;nothing
  End
  Behavior             = FXListDie ModuleTag_09
    DeathFX       = FX_StructureTinyDeath
  End

  Behavior = GarrisonContain ModuleTag_15
    ContainMax                    = 1
    EnterSound                    = GarrisonEnter
    ExitSound                     = GarrisonExit
    ImmuneToClearBuildingAttacks  = Yes
    DamagePercentToUnits          = 50%
    IsEnclosingContainer          = No
    AllowInsideKindOf             = VEHICLE
    ForbidInsideKindOf            = TRANSPORT AIRCRAFT HUGE_VEHICLE
  End

  Behavior = ProductionUpdate ModuleTag_10
    ; nothing
  End

  Behavior        = CreateObjectDie ModuleTag_11
    CreationList  = OCL_LargeStructureDebris
  End

  Behavior = ObjectCreationUpgrade ModuleTag_TankSpawn01
    UpgradeObject = Lazr_OCL_TankinBunker
    TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
  End
  Behavior = GrantUpgradeCreate ModuleTag_TankSpawn02
    UpgradeToGrant = Upgrade_ChinaOverlordGattlingCannon
  End

  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_14
    ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  End

  Geometry            = BOX
  GeometryMajorRadius = 26.0
  GeometryMinorRadius = 26.0
  GeometryHeight      = 15.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER
End

Last edited by BlueLightning2K6; 05-01-2008 at 01:15 PM.
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Old 01-13-2008, 04:05 AM   #2 (permalink)
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If it works in one mod there is no reason why it would not work in another mod. The only question i would have is whether the tank would actually fire out of it. In my experience, vehicles do not fire out of containers, only infantry do.
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Old 01-13-2008, 06:17 PM   #3 (permalink)
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Also in Generals a tank bunker is pretty pointless as it turns a tank into a static base defence and there are already base defence buildings for that purpose. As a base defence the tank is no good as it has a short range, low rate of fire, and is only effective against vehicles, not infantry. The China side may benefit from it as gattling cannons are less effective against vehicles, but China already has the infantry bunker and rocket soldiers are more powerful than tanks against vehicles.
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Old 01-23-2008, 12:51 PM   #4 (permalink)
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Default Tank Bunker perfected (except the appearance)

I finished the code for the tank bunker. It is only available for the Tank General (his infantry are too expensive and the tank bunker would be better suited for him) and looks like the standard battle bunker, but it can now protect tanks. The code is as follows:

Code:
Object Tank_ChinaTankBunker
  SelectPortrait = SNBunker_L
  ButtonImage = SNBunker
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ConditionState = NONE
      Model = NBBunker
    End
    ConditionState = DAMAGED
      Model = NBBunker_D
        ParticleSysBone = Fire01 SmolderingFire
        ParticleSysBone = Smoke01 SmolderingSmoke
        ParticleSysBone = Fire01 SmolderingFlameCore
        ParticleSysBone = Fire02 SmolderingFire
        ParticleSysBone = Smoke02 SmolderingSmoke
        ParticleSysBone = Fire02 SmolderingFlameCore
    End
    ConditionState = REALLYDAMAGED RUBBLE
      Model = NBBunker_E
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFlameCore
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFlameCore
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFlameCore
      ParticleSysBone = Fire05 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFlameCore
      ParticleSysBone = Smoke01  SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
    End
    ConditionState = GARRISONED
      Model = NBBunker_G
    End
    ConditionState = DAMAGED GARRISONED
      Model = NBBunker_DG
        ParticleSysBone = Fire01 SmolderingFire
        ParticleSysBone = Smoke01 SmolderingSmoke
        ParticleSysBone = Fire01 SmolderingFlameCore
        ParticleSysBone = Fire02 SmolderingFire
        ParticleSysBone = Smoke02 SmolderingSmoke
        ParticleSysBone = Fire02 SmolderingFlameCore
    End
    ConditionState = REALLYDAMAGED RUBBLE GARRISONED
      Model = NBBunker_EG
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFlameCore
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFlameCore
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFlameCore
      ParticleSysBone = Fire05 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFlameCore
      ParticleSysBone = Smoke01  SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
    End
    ConditionState = SNOW
      Model = NBBunker_S
    End
    ConditionState = DAMAGED SNOW
      Model = NBBunker_DS
        ParticleSysBone = Fire01 SmolderingFire
        ParticleSysBone = Smoke01 SmolderingSmoke
        ParticleSysBone = Fire01 SmolderingFlameCore
        ParticleSysBone = Fire02 SmolderingFire
        ParticleSysBone = Smoke02 SmolderingSmoke
        ParticleSysBone = Fire02 SmolderingFlameCore
    End
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model = NBBunker_ES
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFlameCore
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFlameCore
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFlameCore
      ParticleSysBone = Fire05 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
    End
    ConditionState = SNOW GARRISONED
      Model = NBBunker_SG
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model = NBBunker_DSG
        ParticleSysBone = Fire01 SmolderingFire
        ParticleSysBone = Smoke01 SmolderingSmoke
        ParticleSysBone = Fire01 SmolderingFlameCore
        ParticleSysBone = Fire02 SmolderingFire
        ParticleSysBone = Smoke02 SmolderingSmoke
        ParticleSysBone = Fire02 SmolderingFlameCore
    End
    ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED
      Model = NBBunker_ESG
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFlameCore
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFlameCore
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFlameCore
      ParticleSysBone = Fire05 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFlameCore
      ParticleSysBone = Smoke01  SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
    End
    ConditionState = NIGHT
      Model = NBBunker_N
    End
    ConditionState = DAMAGED NIGHT
      Model = NBBunker_DN
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Fire02 SmolderingFlameCore
    End
    ConditionState = REALLYDAMAGED RUBBLE NIGHT
      Model = NBBunker_EN
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFlameCore
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFlameCore
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFlameCore
      ParticleSysBone = Fire05 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
    End
    ConditionState = NIGHT GARRISONED
      Model = NBBunker_NG
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model = NBBunker_DNG
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Fire02 SmolderingFlameCore
    End
    ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED
      Model = NBBunker_ENG
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFlameCore
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFlameCore
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFlameCore
      ParticleSysBone = Fire05 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFlameCore
      ParticleSysBone = Smoke01  SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
    End
    ConditionState = NIGHT SNOW
      Model = NBBunker_NS
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model = NBBunker_DNS
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Fire02 SmolderingFlameCore
    End
    ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
      Model = NBBunker_ENS
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFlameCore
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFlameCore
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFlameCore
      ParticleSysBone = Fire05 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
    End
    ConditionState = NIGHT SNOW GARRISONED
      Model = NBBunker_NSG
    End
    ConditionState = DAMAGED NIGHT SNOW GARRISONED
      Model = NBBunker_DNSG
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Fire02 SmolderingFlameCore
    End
    ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED
      Model = NBBunker_ENSG
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFlameCore
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFlameCore
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFlameCore
      ParticleSysBone = Fire05 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = NBBunker
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model = NBBunker_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model = NBBunker_E
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model = NBBunker_N
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
      Model = NBBunker_DN
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
      Model = NBBunker_EN
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model = NBBunker_S
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
      Model = NBBunker_DS
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
      Model = NBBunker_ES
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model = NBBunker_NS
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
      Model = NBBunker_DNS
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
      Model = NBBunker_ENS
      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
    AliasConditionState = SOLD GARRISONED
    AliasConditionState = SOLD DAMAGED GARRISONED
    AliasConditionState = SOLD REALLYDAMAGED GARRISONED
    AliasConditionState = SOLD NIGHT GARRISONED
    AliasConditionState = SOLD NIGHT DAMAGED GARRISONED
    AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED
    AliasConditionState = SOLD SNOW GARRISONED
    AliasConditionState = SOLD SNOW DAMAGED GARRISONED
    AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED
    AliasConditionState = SOLD NIGHT SNOW GARRISONED
    AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED
    AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED
  End  
  Draw = W3DModelDraw ModuleTag_02
  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 = NBBunker_A4
      Animation = NBBunker_A4.NBBunker_A4
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_DAY
    End
    ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = NBBunker_A4N
      Animation = NBBunker_A4N.NBBunker_A4N
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_NIGHT
    End
    ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = NBBunker_A4S
      Animation = NBBunker_A4S.NBBunker_A4S
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOW
    End
    ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = NBBunker_A4SN
      Animation = NBBunker_A4SN.NBBunker_A4SN
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOWNIGHT
    End
    TransitionState = DOWN_DEFAULT UP_DAY
      Model = NBBunker_A4
      Animation = NBBunker_A4.NBBunker_A4
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
      Model = NBBunker_A4N
      Animation = NBBunker_A4N.NBBunker_A4N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
      Model = NBBunker_A4S
      Animation = NBBunker_A4S.NBBunker_A4S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
      Model = NBBunker_A4SN
      Animation = NBBunker_A4SN.NBBunker_A4SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = NBBunker_A4
      Animation = NBBunker_A4.NBBunker_A4
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = NBBunker_A4N
      Animation = NBBunker_A4N.NBBunker_A4N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = NBBunker_A4S
      Animation = NBBunker_A4S.NBBunker_A4S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = NBBunker_A4SN
      Animation = NBBunker_A4SN.NBBunker_A4SN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  Draw = W3DModelDraw ModuleTag_03
  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 = NBBunker_A6
      Animation = NBBunker_A6.NBBunker_A6
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_DAY
      ParticleSysBone = Smoke01 BuildUpSmokeChina
      ParticleSysBone = Smoke02 BuildUpSmokeChina
      ParticleSysBone = Smoke03 BuildUpSmokeChina
      ParticleSysBone = Smoke04 BuildUpSmokeChina
    End
    ConditionState = NIGHT PARTIALLY_CONSTRUCTED
      Model = NBBunker_A6N
      Animation = NBBunker_A6N.NBBunker_A6N
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_NIGHT
      ParticleSysBone = Smoke01 BuildUpSmokeChina
      ParticleSysBone = Smoke02 BuildUpSmokeChina
      ParticleSysBone = Smoke03 BuildUpSmokeChina
      ParticleSysBone = Smoke04 BuildUpSmokeChina
    End
    ConditionState = SNOW PARTIALLY_CONSTRUCTED
      Model = NBBunker_A6S
      Animation = NBBunker_A6S.NBBunker_A6S
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOW
      ParticleSysBone = Smoke01 BuildUpSnowSmoke
      ParticleSysBone = Smoke02 BuildUpSnowSmoke
      ParticleSysBone = Smoke03 BuildUpSnowSmoke
      ParticleSysBone = Smoke04 BuildUpSnowSmoke
    End
    ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model = NBBunker_A6SN
      Animation = NBBunker_A6SN.NBBunker_A6SN
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOWNIGHT
      ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
    End
    TransitionState = DOWN_DEFAULT UP_DAY
     Model = NBBunker_A6
      Animation = NBBunker_A6.NBBunker_A6
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
     Model = NBBunker_A6N
      Animation = NBBunker_A6N.NBBunker_A6N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
     Model = NBBunker_A6S
      Animation = NBBunker_A6S.NBBunker_A6S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
     Model = NBBunker_A6SN
      Animation = NBBunker_A6SN.NBBunker_A6SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = NBBunker_A6
      Animation = NBBunker_A6.NBBunker_A6
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = NBBunker_A6N
      Animation = NBBunker_A6N.NBBunker_A6N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = NBBunker_A6S
      Animation = NBBunker_A6S.NBBunker_A6S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = NBBunker_A6SN
      Animation = NBBunker_A6SN.NBBunker_A6SN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  Draw = W3DModelDraw ModuleTag_04
  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 = NBBunker_A5
      Animation = NBBunker_A5.NBBunker_A5
      AnimationMode = LOOP
      TransitionKey = UP_DAY
    End
    ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
      Model = NBBunker_A5N
      Animation = NBBunker_A5N.NBBunker_A5N
      AnimationMode = LOOP
      TransitionKey = UP_NIGHT
    End
    ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
      Model = NBBunker_A5S
      Animation = NBBunker_A5S.NBBunker_A5S
      AnimationMode = LOOP
      TransitionKey = UP_SNOW
    End
    ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
      Model = NBBunker_A5S
      Animation = NBBunker_A5S.NBBunker_A5S
      AnimationMode = LOOP
      TransitionKey = UP_SNOWNIGHT
    End
    TransitionState = DOWN_DEFAULT UP_DAY
      Model = NBBunker_AB
      Animation = NBBunker_AB.NBBunker_AB
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
      Model = NBBunker_ABN
      Animation = NBBunker_ABN.NBBunker_ABN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
      Model = NBBunker_ABS
      Animation = NBBunker_ABS.NBBunker_ABS
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
      Model = NBBunker_ABSN
      Animation = NBBunker_ABSN.NBBunker_ABSN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = NBBunker_AB
      Animation = NBBunker_AB.NBBunker_AB
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = NBBunker_ABN
      Animation = NBBunker_ABN.NBBunker_ABN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = NBBunker_ABS
      Animation = NBBunker_ABS.NBBunker_ABS
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = NBBunker_ABSN
      Animation = NBBunker_ABSN.NBBunker_ABSN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End  
  PlacementViewAngle = -135
  DisplayName = OBJECT:TankBunker
  Side = ChinaTankGeneral
  EditorSorting = STRUCTURE
  Prerequisites
    Object = Tank_ChinaBarracks
  End
  BuildCost = 500
  BuildTime = 1.0
  EnergyProduction = 0
  VisionRange = 300.0
  ShroudClearingRange = 200
  ArmorSet
    Conditions = None
    Armor = StructureArmor
    DamageFX = StructureDamageFXNoShake
  End
  CommandSet = ChinaBunkerCommandSet
  VoiceSelect = BunkerSelect
  SoundOnDamaged = BuildingDamagedStateLight
  SoundOnReallyDamaged = BuildingDestroy
  UnitSpecificSounds
    UnderConstruction = UnderConstructionLoop
  End
  KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE
  Body = StructureBody ModuleTag_05
    MaxHealth = 1000.0
    InitialHealth = 1000.0
    SubdualDamageCap = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End
  ExperienceValue = 20 20 20 20
  Behavior = GarrisonContain ModuleTag_08
    ContainMax                    = 1
    EnterSound                    = GarrisonEnter
    ExitSound                     = GarrisonExit
    ImmuneToClearBuildingAttacks  = Yes
    DamagePercentToUnits          = 50%
    IsEnclosingContainer          = Yes
    AllowInsideKindOf             = VEHICLE
    ForbidInsideKindOf            = TRANSPORT AIRCRAFT HUGE_VEHICLE
  End
  Behavior = GenerateMinefieldBehavior ModuleTag_09
    TriggeredBy = Upgrade_ChinaMines
    MineName = ChinaStandardMine
    SmartBorder = Yes
    AlwaysCircular = Yes
    Upgradable = Yes
    UpgradedTriggeredBy = Upgrade_ChinaEMPMines
    UpgradedMineName = ChinaEMPMine
  End
  Behavior = ProductionUpdate ModuleTag_10
  End
  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000
    AflameDamageAmount = 5
    AflameDamageDelay = 500
  End  
  Behavior = CreateObjectDie ModuleTag_13
    CreationList = OCL_LargeStructureDebris
  End
  Behavior = FXListDie ModuleTag_14
    DeathFX = FX_StructureSmallDeath
  End
  Behavior = DestroyDie ModuleTag_06
  End
  Behavior = TransitionDamageFX ModuleTag_15
    DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    DamagedParticleSystem2 = Bone:None RandomBone:No PSys:SootySmokeColumn02
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ReallyDamagedParticleSystem4 = Bone:None RandomBone:No PSys:SootySmokeColumn03
  End  
  Behavior = CommandSetUpgrade ModuleTag_25
    CommandSet = ChinaBunkerCommandSetUpgrade
    TriggeredBy = Upgrade_ChinaMines
  End
  Behavior = ArmorUpgrade ModuleTag_26
    TriggeredBy = Upgrade_ChinaEMPMines
  End
  Geometry = BOX
  GeometryMajorRadius = 16.0
  GeometryMinorRadius = 16.0
  GeometryHeight = 20.0
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER
End
P.S.: I couldn't find the "#" icon to post the code in a window.

Last edited by BlueLightning2K6; 05-01-2008 at 01:17 PM.
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Old 01-25-2008, 06:42 AM   #5 (permalink)
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Quote:
Originally Posted by BlueLightning2K6 View Post
P.S.: I couldn't find the "#" icon to post the code in a window.
Make sure when you are replying you do not use the simplified or quick interface but the full featured one which has the controls for fonts, smilies, links, etc. Then the # icon is in the line of buttons that begins with the Bold icon, it is the third from the right.

Alternatively you can manually type the BB code tags in for formatting it as code. The starting tag is the word CODE in square brackets and the closing tag is /CODE in square brackets [ ].
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Old 01-25-2008, 06:44 AM   #6 (permalink)
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Instead of the bunker model try using the stinger site model, it is a better size for tanks, and for your garrisoncontain module put
IsEnclosingContainer = No
Then the tank inside will be visible as being inside it.
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Old 01-25-2008, 07:18 PM   #7 (permalink)
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Question The Tank parks next to the bunker and then fires!

I tried what you said. I replaced all the models referring to the Tank Bunker (NBTnkBnk, for example) with all stinger site models (UBStingerS, UBStingerS_D, UBStingerS_E, etc.), but when I made a tank go into the site, it just parked outside the building and was no longer selectable. However, when I clicked on the site and force-fired, the tank attacked the area! How exactly do I make the tank go IN to the site???
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Old 01-27-2008, 02:56 PM   #8 (permalink)
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Here, use this code, i have tested it and it works, if you want it to move after blue mines upgrade, uncomment the locomotor lines, physics behavior and locomotor set upgrade bits.

Code:
;------------------------------------------------------------------------------
Object Tank_ChinaTankBunker

  ; *** ART Parameters ***
  SelectPortrait         = SSTechCave_L
  ButtonImage            = SSTechCave_L

  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ExtraPublicBone = TURRETUP02 ;OILTANK01 SPAWNPOINT01 02 03

    ; day ************************************
    ConditionState = NONE
      Model = UBStingerS
    End

    ConditionState = DAMAGED
      Model = UBStingerS_D
    End

    ConditionState = REALLYDAMAGED RUBBLE
      Model = UBStingerS_E
    End

    ; day snow ************************************
    ConditionState = SNOW
      Model = UBStingerS_S
    End

    ConditionState = DAMAGED SNOW
      Model = UBStingerS_DS
    End

    ConditionState = REALLYDAMAGED SNOW RUBBLE
      Model = UBStingerS_ES
    End

    ; night  **********************************
    ConditionState       = NIGHT
      Model              = UBStingerS_N
    End

    ConditionState       = DAMAGED NIGHT
      Model              = UBStingerS_DN
    End

    ConditionState       = REALLYDAMAGED NIGHT  RUBBLE
      Model              = UBStingerS_EN
    End

    ; night snow **********************************
    ConditionState       = NIGHT SNOW
      Model              = UBStingerS_NS
    End

    ConditionState       = DAMAGED NIGHT SNOW
      Model              = UBStingerS_DNS
    End

    ConditionState       = REALLYDAMAGED NIGHT SNOW RUBBLE
      Model              = UBStingerS_ENS
    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              = UBStingerS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = UBStingerS_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = UBStingerS_E
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model              = UBStingerS_N
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
      Model              = UBStingerS_DN
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
      Model              = UBStingerS_EN
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = UBStingerS_S
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
      Model              = UBStingerS_DS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
      Model              = UBStingerS_ES
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model              = UBStingerS_NS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
      Model              = UBStingerS_DNS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
      Model              = UBStingerS_ENS
      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

  ; ------------ construction-zone fence -----------------
  Draw = W3DModelDraw ModuleTag_02
  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           = UBStingerS_A4
      Animation       = UBStingerS_A4.UBStingerS_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBStingerS_A4N
      Animation       = UBStingerS_A4N.UBStingerS_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBStingerS_A4S
      Animation       = UBStingerS_A4S.UBStingerS_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBStingerS_A4SN
      Animation       = UBStingerS_A4SN.UBStingerS_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = UBStingerS_A4
      Animation       = UBStingerS_A4.UBStingerS_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = UBStingerS_A4N
      Animation       = UBStingerS_A4N.UBStingerS_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = UBStingerS_A4S
      Animation       = UBStingerS_A4S.UBStingerS_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = UBStingerS_A4SN
      Animation       = UBStingerS_A4SN.UBStingerS_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = UBStingerS_A4
      Animation       = UBStingerS_A4.UBStingerS_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           = UBStingerS_A4N
      Animation       = UBStingerS_A4N.UBStingerS_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           = UBStingerS_A4S
      Animation       = UBStingerS_A4S.UBStingerS_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           = UBStingerS_A4SN
      Animation       = UBStingerS_A4SN.UBStingerS_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_03
  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           = UBStingerS_A6
      Animation       = UBStingerS_A6.UBStingerS_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Smoke01 BuildUpSmoke
      ParticleSysBone = Smoke02 BuildUpSmoke
      ParticleSysBone = Smoke03 BuildUpSmoke
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = UBStingerS_A6N
      Animation       = UBStingerS_A6N.UBStingerS_A6N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Smoke01 BuildUpSmoke
      ParticleSysBone = Smoke02 BuildUpSmoke
      ParticleSysBone = Smoke03 BuildUpSmoke
    End
    ConditionState    = SNOW PARTIALLY_CONSTRUCTED
      Model           = UBStingerS_A6S
      Animation       = UBStingerS_A6S.UBStingerS_A6S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
      ParticleSysBone = Smoke01 BuildUpSnowSmoke
      ParticleSysBone = Smoke02 BuildUpSnowSmoke
      ParticleSysBone = Smoke03 BuildUpSnowSmoke
    End
    ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model           = UBStingerS_A6SN
      Animation       = UBStingerS_A6SN.UBStingerS_A6SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = UBStingerS_A6
      Animation       = UBStingerS_A6.UBStingerS_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = UBStingerS_A6N
      Animation       = UBStingerS_A6N.UBStingerS_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = UBStingerS_A6S
      Animation       = UBStingerS_A6S.UBStingerS_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = UBStingerS_A6SN
      Animation       = UBStingerS_A6SN.UBStingerS_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = UBStingerS_A6
      Animation       = UBStingerS_A6.UBStingerS_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           = UBStingerS_A6N
      Animation       = UBStingerS_A6N.UBStingerS_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           = UBStingerS_A6S
      Animation       = UBStingerS_A6S.UBStingerS_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           = UBStingerS_A6SN
      Animation       = UBStingerS_A6SN.UBStingerS_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  PlacementViewAngle = -45

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Bunker
  Side = ChinaTankGeneral
  EditorSorting     = STRUCTURE
  Prerequisites
    Object = Tank_ChinaBarracks
  End
  BuildCost         = 400
  BuildTime         = 5.0           ; in seconds
  ExperienceValue   = 20 20 20 20  ; Experience point value at each level

  EnergyProduction  = 0
  VisionRange       = 320.0         ; Shroud clearing distance
  ShroudClearingRange = 350

  ArmorSet
    Conditions     = None
    Armor          = BattleBusStructureArmorToughPlusTwo
    DamageFX       = StructureDamageFXNoShake
  End

  WeaponSet
    Conditions     = None
    Weapon         = PRIMARY TunnelNetworkGunDUMMY
    Weapon         = SECONDARY GattlingBuildingGunAirDummy
  End

  CommandSet       = ChinaBunkerCommandSet

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

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***

  KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT STICK_TO_TERRAIN_SLOPE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE TRANSPORT ;IMMOBILE

  Body                 = StructureBody ModuleTag_05 ;HiveStructureBody
    MaxHealth          = 1000.0
    InitialHealth      = 1000.0
    SubdualDamageCap = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100

    ;PropagateDamageTypesToSlavesWhenExisting = NONE ;+SMALL_ARMS
    ;SwallowDamageTypesIfSlavesNotExisting = NONE    ;Take damage if no one to pass this to
  End

  Behavior = TransportAIUpdate ModuleTag_AI ;AIUpdateInterface
    Turret
      TurretTurnRate   = 360
      TurretPitchRate  = 360
      AllowsPitch      = Yes
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes Stealthed ;ATTACK_BUILDINGS; defensive weapon
    MoodAttackCheckRate        = 250
  End

  Behavior = GarrisonContain ModuleTag_08
    ContainMax                    = 1
    EnterSound                    = GarrisonEnter
    ExitSound                     = GarrisonExit
    ImmuneToClearBuildingAttacks  = Yes
    DamagePercentToUnits          = 50%
    AllowInsideKindOf             = VEHICLE
    MobileGarrison                = Yes
    IsEnclosingContainer          = No
  End

  ;Locomotor = SET_NORMAL FreeFallLocomotor ;None
  ;Locomotor = SET_NORMAL_UPGRADED OverlordLocomotor

  ;Behavior = PhysicsBehavior ModuleTag_Mass
  ;  Mass = 500.0
  ;End

  ;Behavior = LocomotorSetUpgrade ModuleTag_LocoUp
  ;  TriggeredBy = Upgrade_ChinaEMPMines
  ;End

  Behavior = GenerateMinefieldBehavior     ModuleTag_09
    TriggeredBy           = Upgrade_ChinaMines
    MineName              = ChinaStandardMine
    SmartBorder           = Yes
    AlwaysCircular        = Yes
    Upgradable            = Yes
    UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
    UpgradedMineName      = ChinaEMPMine
  End


  Behavior = ProductionUpdate ModuleTag_10
    ; nothing, but is required if we have any Object-level Upgrades!
  End

  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000
    AflameDamageAmount = 5
    AflameDamageDelay = 500
  End

  Behavior = InstantDeathBehavior ModuleTag_13
    ExemptStatus = UNDER_CONSTRUCTION
    FX = FX_StructureSmallDeath
    OCL = OCL_LargeStructureDebris
  End

  Behavior = InstantDeathBehavior ModuleTag_14
    RequiredStatus = UNDER_CONSTRUCTION
    FX = FX_StructureSmallDeath
    OCL = OCL_SmallStructureDebris
  End

  Behavior = TransitionDamageFX ModuleTag_15
    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  End

  Behavior = CommandSetUpgrade ModuleTag_25
    CommandSet = ChinaBunkerCommandSetUpgrade
    TriggeredBy = Upgrade_ChinaMines
  End

  Behavior = ArmorUpgrade ModuleTag_26
    TriggeredBy = Upgrade_ChinaEMPMines
  End

  Geometry            = CYLINDER
  GeometryMajorRadius = 30.0
  GeometryHeight      = 9.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME
  BuildCompletion     = PLACED_BY_PLAYER

End
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Old 01-28-2008, 12:31 PM   #9 (permalink)