Добавляем новую сторону в игру




Добавляем новую сторону в игру.
Переведено GoldenBoy. (исправлено 17.04.2004)

 

Данный мод не будет работать без специально созданных скриптов для вашей стороны!


Данная статейка может помочь вам в добавлении новой стороны в генов. Делайте все с прямыми руками =) и у вас все получится.

 

Для работы нам понадобятся следующие файлы: PlayerTemplate.ini, CommandButton.ini, CommandSet.ini, и YourSidesNameHere.ini, CommandBarScheme.ini.

Прежде чем вы начнете, удостоверьтесь, что все файлы “лежат” там где они должны лежать:)

У вас должна быть INI папка в папке Data в основном каталоге генералов, и если вы собираетесь использовать новые модели, кнопки и т.п., то вам также будет необходима папка Art (опять в корневом каталоге игры). Папка Art будет содержать W3d папку, куда Вы будете класть свои w3d файлы, также в папке Art будет папка Textures, где будут лежать все ваши *.dds и *.tga файлы, которые сможет использовать игра. Если папки имеют неправильные названия или лежат в неверных местах, то у вас ничего не получится. Также, может получиться, что ваш новый юнит не видим, это значит, что вы либо не положили модель юнита в W3D папку. Также может получиться, что ваш юнит будет не того цвета, это значит, что игра не может прочитать файлы из папки Textures. Если все работает, то вы увидите все свои новые стороны, модели, и текстуры.

 

 

Теперь перейдем к делу. Везде, где Вы увидите YourSide, YourSides, или YOURSIDE, переименовывайте эти названия, в названия вашей стороны. Также к некоторым кодам написаны маленькие подсказки (на английском), которые могут помочь вам в понимании кода. Если какие-либо подсказки вам не понятны, обращайтесь….

 


Для начала откройте CommandBarScheme.ini и вставьте этот код в эту иниху.

ControlBarScheme YourSide8x6
ScreenCreationRes X:800 Y:600
Side YourSide
QueueButtonImage SCBigButton
RightHUDImage SULogo
BuildUpClockColor R:0 G:0 B:0 A:160
ButtonBorderBuildColor R:67 G:108 B:190 A:255;blue
ButtonBorderActionColor R:1 G:175 B:2 A:255;Green
ButtonBorderUpgradeColor R:208 G:108 B:0 A:255;Orange

ButtonBorderSystemColor R:207 G:195 B:2 A:255;yellow
CommandBarBorderColor R:124 G:62 B:0 A:255;blue

GenBarButtonIn SUBarButtonGen2IN
GenBarButtonOn SUBarButtonGen2ON
CommandMarkerImage SUEmptyFrame

ToggleButtonUpIn SUMaxMinHU
ToggleButtonUpOn SUMaxMinU
ToggleButtonUpPushed SUMaxMinPU

ToggleButtonDownIn SUMaxMinH
ToggleButtonDownOn SUMaxMin
ToggleButtonDownPushed SUMaxMinP

OptionsButtonDisabled SUOptionsI
BuddyButtonDisabled SUChatI
BeaconButtonDisabled SUBeaconI

OptionsButtonEnable SUOptions
OptionsButtonHightlited SUOptionsH
OptionsButtonPushed SUOptionsP
IdleWorkerButtonEnable SUWorkerE
IdleWorkerButtonHightlited SUWorkerH
IdleWorkerButtonPushed SUWorkerP
IdleWorkerButtonDisabled SUWorkerI
BuddyButtonEnable SUChat
BuddyButtonHightlited SUChatH
BuddyButtonPushed SUChatP

BeaconButtonEnable SUBeacon
BeaconButtonHightlited SUBeaconH
BeaconButtonPushed SUBeaconP

GeneralButtonEnable SUGeneral
GeneralButtonHightlited SUGeneralH
GeneralButtonPushed SUGeneralP
GeneralButtonDisabled SUGeneralI

UAttackButtonEnable SUUAttackI
UAttackButtonHightlited SUUAttackH
UAttackButtonPushed SUUAttackP

MinMaxButtonEnable SUMinMax
MinMaxButtonHightlited SUMinMaxH
MinMaxButtonPushed SUMinMaxP

MinMaxUL X:639 Y:433
MinMaxLR X:698 Y:459
GeneralUL X:722 Y:429
GeneralLR X:787 Y:458
UAttackUL X:184 Y:426
UAttackLR X:206 Y:450

OptionsUL X:184 Y:490
OptionsLR X:220 Y:514
WorkerUL X:184 Y:516
WorkerLR X:220 Y:540
ChatUL X:184 Y:568
ChatLR X:220 Y:592
BeaconUL X:184 Y:545
BeaconLR X:220 Y:566
PowerBarUL X:259 Y:470
PowerBarLR X:537 Y:476

GenArrow GLALevelUP

MoneyUL X:360 Y:443
MoneyLR X:439 Y:462
ExpBarForegroundImage SUExpBar
ImagePart
Position X:0 Y:399
Size X:800 Y:200
ImageName InGameUIGLABase
Layer 4;; layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top

End
PowerPurchaseImage GeneralsPowerWindow_GLA
End

Сохраняйте свои изменения и выходите.

После, открывайте PlayerTemplate.ini. Затем вставляйте этот код.

PlayerTemplate FactionYourSide
Side = YourSide
BaseSide = YourSide
PlayableSide = Yes
StartMoney = 0
PreferredColor = R:255 G:255 B:255
IntrinsicSciences = SCIENCE_YOURSIDE
PurchaseScienceCommandSetRank1 = SCIENCE_YOURSIDE_CommandSetRank1
PurchaseScienceCommandSetRank3 = SCIENCE_YOURSIDE_CommandSetRank3
PurchaseScienceCommandSetRank8 = SCIENCE_YOURSIDE_CommandSetRank8
SpecialPowerShortcutCommandSet = SpecialPowerShortcutYourSide
SpecialPowerShortcutWinName = GenPowersShortcutBarGLA.wnd
SpecialPowerShortcutButtonCount = 10
DisplayName = INI:FactionYourSide
StartingBuilding = YourSideCommandCenter
StartingUnit0 = YourSidesDozer/Worker
ScoreScreenImage = GLA_ScoreScreen
LoadScreenImage = SUFactionLogoPage_GLA
LoadScreenMusic = Load_GLA
ScoreScreenMusic = Score_GLA
;HeadWaterMark = SCTempSelectPortrait; don't use unless we add a "generalshead for non selected generals
FlagWaterMark = WatermarkGLA
EnabledImage = SSObserverGLA
BeaconName = MultiplayerBeacon
SideIconImage = GameinfoGLA
GeneralImage = GLA_Logo
OldFaction = No; This faction was available in the original Generals and should be available even if the oldFactionsOnly flag is set
ArmyTooltip = TOOLTIP:BioStrategyLong_YourSide
Features = GUI:BioFeatures_YourSide
MedallionRegular = GLAGeneral_slvr
MedallionHilite = GLAGeneral_blue
MedallionSelect = GLAGeneral_orng
End

Сохраняйте свою работу.

Открывайте CommandSet.ini. Затем вставляйте нижеследующее:

CommandSet SCIENCE_YOURSIDE_CommandSetRank1
; 1 = Command_PurchaseScienceScudLauncher
; 2 = Command_PurchaseScienceMarauderTank
; 3 = Command_PurchaseScienceTechnicalTraining
END
CommandSet SCIENCE_YOURSIDE_CommandSetRank3
; 1 = Command_PurchaseScienceHijacker
; 2 = Command_PurchaseScienceRebelTraining
; 4 = Command_PurchaseScienceFundamentalistAmbush1
; 5 = Command_PurchaseScienceFundamentalistAmbush2
; 6 = Command_PurchaseScienceFundamentalistAmbush3
; 7 = Command_PurchaseScienceCashBounty1
; 8 = Command_PurchaseScienceCashBounty2
; 9 = Command_PurchaseScienceCashBounty3
; 10 = Command_PurchaseScienceEmergencyRepair1
; 11 = Command_PurchaseScienceEmergencyRepair2
; 12 = Command_PurchaseScienceEmergencyRepair3
; 13 = Command_PurchaseScienceTerrorCell
END
CommandSet SCIENCE_YOURSIDE_CommandSetRank8
; 1 = Command_PurchaseScienceAnthraxBomb
; 2 = Command_PurchaseScienceSneakAttack
; 3 = Command_PurchaseScienceGPSScrambler
; 4 = Command_PurchaseScienceConvoyAmbush
END

CommandSet SpecialPowerShortcutYourSide
; 1 = Command_Fund.AmbushFromShortcut
; 2 = Command_EmergencyRepairFromShortcut
; 3 = Command_AnthraxBombFromShortcut
; 4 = Command_ScudStormFromShortcut
; 5 = Command_RadarVanScanFromShortcut
; 6 = Command_SneakAttackFromShortcut
; 7 = Command_GPSScramblerFromShortcut
; 8 = Command_ConvoyAmbushFromShortcut
; 9 = Command_TerrorCellFromShortcut
END

CommandSet YourSideDozer/WorkerCommandSet
1 = Command_ConstructYourSideBarracks
2 = Command_ConstructYourSideSupplyStash
3 = Command_ConstructYourSideWarFactory
4 = Command_ConstructYourSideSupplyGenerater/SuperWeapon
5 = Command_ConstructYourSideDefense
12 = Command_ConstructYourSideCommandCenter
14 = Command_DisarmMinesAtPosition
End

CommandSet YourSideCommandCenterCommandSet
1 = Command_ConstructYourSideDozer/Worker
; 2 = Command_Fund.Ambush
; 3 = Command_EmergencyRepair
14 = Command_Sell
End

CommandSet YourSideBarracksCommandSet
1 = Command_ConstructYourSideInfantryBasic
2 = Command_ConstructYourSideInfantryRocket/Missile
14 = Command_Sell
End

CommandSet YourSideSupplyStashCommandSet
1 = Command_ConstructYourSideDozer/Worker
14 = Command_Sell
End

CommandSet YourSideWarFactoryCommandSet
1 = Command_ConstructYourSideTank
2 = Command_ConstructYourSideVehicleTransport
13 = Command_SetRallyPoint
14 = Command_Sell
End

Теперь вы должны добавить свои собственные Science’ы (генеральские повышения), но тутор как сделать это, я напишу попозже.
Сохраняйте работу и выходите.

 

Теперь создайте новую папку в папке INI, назвав ее Objects и создайте новый INI файл под названием YourNewSideNameHere.ini (название ини файла должно совпадать с названием вашей стороны).

Затем откройте этот файл и пропишите новых юнитов и новые здания, которые вы хотите. Я не стану расписывать это в моем туторе.

После того, как вы добавили все что вы хотели, сохраните свою работу и открывайте CommandButton.ini.

Теперь сделайте кнопки для ваших юнитов и зданий и добавьте в CommandButton.ini


CommandButton Command_ConstructYourSideCommandCenter
Command = DOZER_CONSTRUCT
Object = YourSideCommandCenter
TextLabel = CONTROLBAR:ConstructYourSideCommandCenter
ButtonImage = SUHeadquarters
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipYourSideBuildCommandCenter
End

CommandButton Command_ConstructYourSideSupplyStash
Command = DOZER_CONSTRUCT
Object = YourSideSupplyCenter
TextLabel = CONTROLBAR:ConstructYourSideSupplyStash
ButtonImage = SUSupplyCenter
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipYourSideBuildSupplyStash
End

CommandButton Command_ConstructYourSideSupplyGenerater/SuperWeapon
Command = DOZER_CONSTRUCT
Object = YourSideSupplyGenerater/SuperWeapon
TextLabel = CONTROLBAR:ConstructYourSideSupplyGenerater/SuperWeapon
ButtonImage = SUBlackMarket
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipYourSideBuildSupplyGenerater/SuperWeapon
End

CommandButton Command_ConstructYourSideBarracks
Command = DOZER_CONSTRUCT
Object = YourSideBarracks
TextLabel = CONTROLBAR:ConstructYourSideBarracks
ButtonImage = SUBarracks
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipYourSideBuildBarracks
End

CommandButton Command_ConstructYourSideDefense
Command = DOZER_CONSTRUCT
Object = YourSideDefense
TextLabel = CONTROLBAR:ConstructYourSideDefense
ButtonImage = SAArtillery
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipYourSideBuildDefense
End

CommandButton Command_ConstructYourSideWarFactory
Command = DOZER_CONSTRUCT
Object = YourSideWarFactory
TextLabel = CONTROLBAR:ConstructYourSideWarFactory
ButtonImage = SACWeaponsfact
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipYourSideBuildWarFactory
End

CommandButton Command_ConstructYourSideTank
Command = UNIT_BUILD
Object = YourSideTank
TextLabel = CONTROLBAR:ConstructYourSideTank
ButtonImage = SNBattlemaster
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipYourSideBuildTank
End

CommandButton Command_ConstructYourSideVehicleTransport
Command = UNIT_BUILD
Object = YourSideVehicleTransport
TextLabel = CONTROLBAR:ConstructYourSideVehicleTransport
ButtonImage = SAHummer
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipYourSideBuildVehicleTransport
End

 

 

Теперь сохраняйте свою работу. Поздравляю! Вы только что добавили свою сторону в генералов.

 

 

Добавляем ICBM (Межконтинентальная Баллистическая Ракета)

Автор (Author) Vanguard.

Переведено (Translated) GoldenBoy.

 


Для того чтобы добавить Межконтинентальную Баллистическую Ракету (МБР), вам понадобятся следующие файлы: SpecialPower.ini, AmericaSuperWeaponGeneral.ini, CommandButton.ini, CommandSet.ini.

Также в папке Data должна быть папка INI. Если папки находятся там где они не должны находится, то у вас ничего не получится. Если Вы все сделаете правильно, то Вы увидите свою МБР’у в командной панели.

Приступим к делу.

Для начала нам понадобится файл SpecialPower.ini. В него вставьте следующий код:

;-----------------------------------------------------------------------------
SpecialPower SupW_CruiseMissile
Enum = SUPR_SPECIAL_CRUISE_MISSILE;
ReloadTime = 120000; in milliseconds. min is 2x door/open close time!
InitiateSound = AirRaidSiren; plays at source
InitiateAtLocationSound = AirRaidSiren; plays at target
PublicTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 210
ShortcutPower = Yes;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End

Сохраняйте и открывайте CommandSet.ini.


CommandSet SupW_AmericaDozerCommandSet
10 = SupW_Command_ConstructAmericaCruiseMissileLauncher
End

Сохраните работу и открывайте CommandButton.ini.

CommandButton SupW_Command_ConstructAmericaCruiseMissileLauncher
Command = DOZER_CONSTRUCT
Object = SupW_AmericaCruiseMissileLauncher
TextLabel = CONTROLBAR:ConstructAmericaICBMLauncher
ButtonImage = SAICBM
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipAmericaICBMLauncher
End

CommandButton SupW_Command_CruiseMissile
Command = SPECIAL_POWER
SpecialPower = SupW_CruiseMissile
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:ICBM
ButtonImage = SAICBM
ButtonBorderType = ACTION; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireICBM
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End

CommandButton SupW_Command_CruiseMissileFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SupW_CruiseMissile
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:ICBMShortcut
ButtonImage = SAICBM
ButtonBorderType = ACTION; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireICBM
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End

 

Сохраняйте и открывайте SuperWeaponGeneral.ini.

;------------------------------------------------------------------------------
;China Neutron Missile, NukeSilo, Nuke Silo
Object SupW_AmericaCruiseMissileLauncher

; *** ART Parameters ***
SelectPortrait = SAICBM_L
ButtonImage = SAICBM
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = ABNukeSilo
End
ConditionState = SOLD
Model = NONE
End
ConditionState = SOLD SNOW
Model = NONE

End
ConditionState = SOLD NIGHT
Model = NONE
End
ConditionState = SOLD NIGHT SNOW
Model = NONE
End


ConditionState = DAMAGED
Model = ABNukeSilo_D
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABNukeSilo_E
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = AWAITING_CONSTRUCTION
Model = None
Endv
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABNukeSilo
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABNukeSilo_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = ABNukeSilo_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = DOOR_1_OPENING
Model = ABNukeSilo_A2
Animation = ABNukeSilo_A2.ABNukeSilo_A2
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DOOR_1_WAITING_OPEN
Model = ABNukeSilo_A2
Animation = ABNukeSilo_A2.ABNukeSilo_A2
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE
Model = ABNukeSilo_A3
Animation = ABNukeSilo_A3.ABNukeSilo_A3
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
End
ConditionState = DOOR_1_CLOSING
Model = ABNukeSilo_A3
Animation = ABNukeSilo_A3.ABNukeSilo_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
ConditionState = DOOR_1_OPENING DAMAGED
Model = ABNukeSilo_A2D
Animation = ABNukeSilo_A2D.ABNukeSilo_A2D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire

ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = ABNukeSilo_A2D
Animation = ABNukeSilo_A2D.ABNukeSilo_A2D
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED
Model = ABNukeSilo_A3D
Animation = ABNukeSilo_A3D.ABNukeSilo_A3D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING DAMAGED
Model = ABNukeSilo_A3D
Animation = ABNukeSilo_A3D.ABNukeSilo_A3D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A2E
Animation = ABNukeSilo_A2E.ABNukeSilo_A2E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A2E
Animation = ABNukeSilo_A2E.ABNukeSilo_A2E
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End

; night
ConditionState = NIGHT
Model = ABNukeSilo
End
ConditionState = DAMAGED NIGHT
Model = ABNukeSilo_D
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABNukeSilo_E
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = AWAITING_CONSTRUCTION NIGHT
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABNukeSilo
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = ABNukeSilo_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = ABNukeSilo_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = DOOR_1_OPENING NIGHT
Model = ABNukeSilo_A2
Animation = ABNukeSilo_A2.ABNukeSilo_A2
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DOOR_1_WAITING_OPEN NIGHT
Model = ABNukeSilo_A2
Animation = ABNukeSilo_A2.ABNukeSilo_A2
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT
Model = ABNukeSilo_A3
Animation = ABNukeSilo_A3.ABNukeSilo_A3
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
;WeaponLaunchBone = PRIMARY RockPost
End
ConditionState = DOOR_1_CLOSING NIGHT
Model = ABNukeSilo_A3
Animation = ABNukeSilo_A3.ABNukeSilo_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
ConditionState = DOOR_1_OPENING DAMAGED NIGHT
Model = ABNukeSilo_A2D
Animation = ABNukeSilo_A2D.ABNukeSilo_A2D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT
Model = ABNukeSilo_A2D
Animation = ABNukeSilo_A2D.ABNukeSilo_A2D
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT
Model = ABNukeSilo_A3D
Animation = ABNukeSilo_A3D.ABNukeSilo_A3D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING DAMAGED NIGHT
Model = ABNukeSilo_A3D
Animation = ABNukeSilo_A3D.ABNukeSilo_A3D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT
Model = ABNukeSilo_A2E
Animation = ABNukeSilo_A2E.ABNukeSilo_A2E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT
Model = ABNukeSilo_A2E
Animation = ABNukeSilo_A2E.ABNukeSilo_A2E
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End

;-------------- SNOW! --------------------

ConditionState = SNOW
Model = NBNMissle_S
End

ConditionState = DAMAGED SNOW
Model = NBNMissle_DS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBNMissle_ES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = AWAITING_CONSTRUCTION SNOW
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBNMissle_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBNMissle_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBNMissle_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = DOOR_1_OPENING SNOW
Model = NBNMissle_A2S
Animation = NBNMissle_A2S.NBNMissle_A2S
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DOOR_1_WAITING_OPEN SNOW
Model = NBNMissle_A2S
Animation = NBNMissle_A2S.NBNMissle_A2S
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW
Model = NBNMissle_A3S
Animation = NBNMissle_A3S.NBNMissle_A3S
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
End
ConditionState = DOOR_1_CLOSING SNOW
Model = NBNMissle_A3S
Animation = NBNMissle_A3S.NBNMissle_A3S
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
ConditionState = DOOR_1_OPENING DAMAGED SNOW
Model = NBNMissle_A2DS
Animation = NBNMissle_A2DS.NBNMissle_A2DS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW
Model = NBNMissle_A2DS
Animation = NBNMissle_A2DS.NBNMissle_A2DS
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW
Model = NBNMissle_A3DS
Animation = NBNMissle_A3DS.NBNMissle_A3DS
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING DAMAGED SNOW
Model = NBNMissle_A3DS
Animation = NBNMissle_A3DS.NBNMissle_A3DS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW
Model = NBNMissle_A2ES
Animation = NBNMissle_A2ES.NBNMissle_A2ES
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW
Model = NBNMissle_A2ES
Animation = NBNMissle_A2ES.NBNMissle_A2ES
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW
Model = NBNMissle_A3ES
Animation = NBNMissle_A3ES.NBNMissle_A3ES
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW
Model = NBNMissle_A3ES
Animation = NBNMissle_A3ES.NBNMissle_A3ES
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End

; night
ConditionState = NIGHT SNOW
Model = NBNMissle_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = NBNMissle_DNS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBNMissle_ENS
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBNMissle_NS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBNMissle_DNS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBNMissle_ENS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
END
ConditionState = DOOR_1_OPENING NIGHT SNOW
Model = NBNMissle_A2NS
Animation = NBNMissle_A2NS.NBNMissle_A2NS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW
Model = NBNMissle_A2NS
Animation = NBNMissle_A2NS.NBNMissle_A2NS
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW
Model = NBNMissle_A3NS
Animation = NBNMissle_A3NS.NBNMissle_A3NS
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
End
ConditionState = DOOR_1_CLOSING NIGHT SNOW
Model = NBNMissle_A3NS
Animation = NBNMissle_A3NS.NBNMissle_A3NS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW
Model = NBNMissle_A2DNS
Animation = NBNMissle_A2DNS.NBNMissle_A2DNS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW
Model = NBNMissle_A2DNS
Animation = NBNMissle_A2DNS.NBNMissle_A2DNS
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW
Model = NBNMissle_A3DNS
Animation = NBNMissle_A3DNS.NBNMissle_A3DNS
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW
Model = NBNMissle_A3DNS
Animation = NBNMissle_A3DNS.NBNMissle_A3DNS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBNMissle_A2ENS
Animation = NBNMissle_A2ENS.NBNMissle_A2ENS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBNMissle_A2ENS
Animation = NBNMissle_A2ENS.NBNMissle_A2ENS
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBNMissle_A3ENS
Animation = NBNMissle_A3ENS.NBNMissle_A3ENS
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBNMissle_A3ENS
Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
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 = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
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

; ------------ being-constructed crane -----------------
;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 = NBNMissle_A5
;Animation = NBNMissle_A5.NBNMissle_A5
;AnimationMode = LOOP
;TransitionKey = UP_DAY
;End

;ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
;Model = NBNMissle_A5N
;Animation = NBNMissle_A5N.NBNMissle_A5N
;AnimationMode = LOOP
;TransitionKey = UP_NIGHT
;End
;ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
;Model = NBNMissle_A5S
;Animation = NBNMissle_A5S.NBNMissle_A5S
;AnimationMode = LOOP
;TransitionKey = UP_SNOW
;End
;ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
;Model = NBNMissle_A5SN
;Animation = NBNMissle_A5SN.NBNMissle_A5SN
;AnimationMode = LOOP
;TransitionKey = UP_SNOWNIGHT
;End
;TransitionState = DOWN_DEFAULT UP_DAY
;Model = NBNMissle_AB
;Animation = NBNMissle_AB.NBNMissle_AB
;AnimationMode = ONCE
;AnimationSpeedFactorRange = 1.0 1.0
;Flags = START_FRAME_FIRST
;End

;TransitionState = DOWN_DEFAULT UP_NIGHT
;Model = NBNMissle_ABN
;Animation = NBNMissle_ABN.NBNMissle_ABN
;AnimationMode = ONCE
;AnimationSpeedFactorRange = 1.0 1.0
;Flags = START_FRAME_FIRST
;End<



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